265 lines
11 KiB
JavaScript
265 lines
11 KiB
JavaScript
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/*
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* Copyright (c) 2006-2007 Erin Catto http:
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked, and must not be
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* misrepresented the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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// C = norm(p2 - p1) - L
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// u = (p2 - p1) / norm(p2 - p1)
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// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
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// J = [-u -cross(r1, u) u cross(r2, u)]
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// K = J * invM * JT
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// = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
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var b2DistanceJoint = Class.create();
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Object.extend(b2DistanceJoint.prototype, b2Joint.prototype);
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Object.extend(b2DistanceJoint.prototype,
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{
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//--------------- Internals Below -------------------
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initialize: function(def){
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// The constructor for b2Joint
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// initialize instance variables for references
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this.m_node1 = new b2JointNode();
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this.m_node2 = new b2JointNode();
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//
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this.m_type = def.type;
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this.m_prev = null;
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this.m_next = null;
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this.m_body1 = def.body1;
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this.m_body2 = def.body2;
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this.m_collideConnected = def.collideConnected;
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this.m_islandFlag = false;
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this.m_userData = def.userData;
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//
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// initialize instance variables for references
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this.m_localAnchor1 = new b2Vec2();
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this.m_localAnchor2 = new b2Vec2();
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this.m_u = new b2Vec2();
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//
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//super(def);
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var tMat;
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var tX;
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var tY;
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//this.m_localAnchor1 = b2MulT(this.m_body1->m_R, def->anchorPoint1 - this.m_body1->m_position);
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tMat = this.m_body1.m_R;
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tX = def.anchorPoint1.x - this.m_body1.m_position.x;
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tY = def.anchorPoint1.y - this.m_body1.m_position.y;
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this.m_localAnchor1.x = tX*tMat.col1.x + tY*tMat.col1.y;
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this.m_localAnchor1.y = tX*tMat.col2.x + tY*tMat.col2.y;
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//this.m_localAnchor2 = b2MulT(this.m_body2->m_R, def->anchorPoint2 - this.m_body2->m_position);
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tMat = this.m_body2.m_R;
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tX = def.anchorPoint2.x - this.m_body2.m_position.x;
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tY = def.anchorPoint2.y - this.m_body2.m_position.y;
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this.m_localAnchor2.x = tX*tMat.col1.x + tY*tMat.col1.y;
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this.m_localAnchor2.y = tX*tMat.col2.x + tY*tMat.col2.y;
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//b2Vec2 d = def->anchorPoint2 - def->anchorPoint1;
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tX = def.anchorPoint2.x - def.anchorPoint1.x;
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tY = def.anchorPoint2.y - def.anchorPoint1.y;
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//this.m_length = d.Length();
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this.m_length = Math.sqrt(tX*tX + tY*tY);
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this.m_impulse = 0.0;
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},
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PrepareVelocitySolver: function(){
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var tMat;
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// Compute the effective mass matrix.
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//b2Vec2 r1 = b2Mul(this.m_body1->m_R, this.m_localAnchor1);
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tMat = this.m_body1.m_R;
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var r1X = tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y;
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var r1Y = tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y;
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//b2Vec2 r2 = b2Mul(this.m_body2->m_R, this.m_localAnchor2);
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tMat = this.m_body2.m_R;
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var r2X = tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y;
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var r2Y = tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y;
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//this.m_u = this.m_body2->m_position + r2 - this.m_body1->m_position - r1;
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this.m_u.x = this.m_body2.m_position.x + r2X - this.m_body1.m_position.x - r1X;
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this.m_u.y = this.m_body2.m_position.y + r2Y - this.m_body1.m_position.y - r1Y;
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// Handle singularity.
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//float32 length = this.m_u.Length();
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var length = Math.sqrt(this.m_u.x*this.m_u.x + this.m_u.y*this.m_u.y);
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if (length > b2Settings.b2_linearSlop)
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{
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//this.m_u *= 1.0 / length;
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this.m_u.Multiply( 1.0 / length );
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}
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else
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{
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this.m_u.SetZero();
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}
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//float32 cr1u = b2Cross(r1, this.m_u);
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var cr1u = (r1X * this.m_u.y - r1Y * this.m_u.x);
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//float32 cr2u = b2Cross(r2, this.m_u);
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var cr2u = (r2X * this.m_u.y - r2Y * this.m_u.x);
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//this.m_mass = this.m_body1->m_invMass + this.m_body1->m_invI * cr1u * cr1u + this.m_body2->m_invMass + this.m_body2->m_invI * cr2u * cr2u;
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this.m_mass = this.m_body1.m_invMass + this.m_body1.m_invI * cr1u * cr1u + this.m_body2.m_invMass + this.m_body2.m_invI * cr2u * cr2u;
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//b2Settings.b2Assert(this.m_mass > Number.MIN_VALUE);
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this.m_mass = 1.0 / this.m_mass;
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if (b2World.s_enableWarmStarting)
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{
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//b2Vec2 P = this.m_impulse * this.m_u;
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var PX = this.m_impulse * this.m_u.x;
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var PY = this.m_impulse * this.m_u.y;
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//this.m_body1.m_linearVelocity -= this.m_body1.m_invMass * P;
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this.m_body1.m_linearVelocity.x -= this.m_body1.m_invMass * PX;
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this.m_body1.m_linearVelocity.y -= this.m_body1.m_invMass * PY;
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//this.m_body1.m_angularVelocity -= this.m_body1.m_invI * b2Cross(r1, P);
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this.m_body1.m_angularVelocity -= this.m_body1.m_invI * (r1X * PY - r1Y * PX);
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//this.m_body2.m_linearVelocity += this.m_body2.m_invMass * P;
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this.m_body2.m_linearVelocity.x += this.m_body2.m_invMass * PX;
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this.m_body2.m_linearVelocity.y += this.m_body2.m_invMass * PY;
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//this.m_body2.m_angularVelocity += this.m_body2.m_invI * b2Cross(r2, P);
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this.m_body2.m_angularVelocity += this.m_body2.m_invI * (r2X * PY - r2Y * PX);
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}
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else
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{
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this.m_impulse = 0.0;
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}
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},
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SolveVelocityConstraints: function(step){
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var tMat;
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//b2Vec2 r1 = b2Mul(this.m_body1->m_R, this.m_localAnchor1);
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tMat = this.m_body1.m_R;
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var r1X = tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y;
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var r1Y = tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y;
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//b2Vec2 r2 = b2Mul(this.m_body2->m_R, this.m_localAnchor2);
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tMat = this.m_body2.m_R;
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var r2X = tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y;
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var r2Y = tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y;
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// Cdot = dot(u, v + cross(w, r))
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//b2Vec2 v1 = this.m_body1->m_linearVelocity + b2Cross(this.m_body1->m_angularVelocity, r1);
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var v1X = this.m_body1.m_linearVelocity.x + (-this.m_body1.m_angularVelocity * r1Y);
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var v1Y = this.m_body1.m_linearVelocity.y + (this.m_body1.m_angularVelocity * r1X);
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//b2Vec2 v2 = this.m_body2->m_linearVelocity + b2Cross(this.m_body2->m_angularVelocity, r2);
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var v2X = this.m_body2.m_linearVelocity.x + (-this.m_body2.m_angularVelocity * r2Y);
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var v2Y = this.m_body2.m_linearVelocity.y + (this.m_body2.m_angularVelocity * r2X);
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//float32 Cdot = b2Dot(this.m_u, v2 - v1);
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var Cdot = (this.m_u.x * (v2X - v1X) + this.m_u.y * (v2Y - v1Y));
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//float32 impulse = -this.m_mass * Cdot;
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var impulse = -this.m_mass * Cdot;
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this.m_impulse += impulse;
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//b2Vec2 P = impulse * this.m_u;
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var PX = impulse * this.m_u.x;
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var PY = impulse * this.m_u.y;
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//this.m_body1->m_linearVelocity -= this.m_body1->m_invMass * P;
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this.m_body1.m_linearVelocity.x -= this.m_body1.m_invMass * PX;
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this.m_body1.m_linearVelocity.y -= this.m_body1.m_invMass * PY;
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//this.m_body1->m_angularVelocity -= this.m_body1->m_invI * b2Cross(r1, P);
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this.m_body1.m_angularVelocity -= this.m_body1.m_invI * (r1X * PY - r1Y * PX);
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//this.m_body2->m_linearVelocity += this.m_body2->m_invMass * P;
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this.m_body2.m_linearVelocity.x += this.m_body2.m_invMass * PX;
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this.m_body2.m_linearVelocity.y += this.m_body2.m_invMass * PY;
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//this.m_body2->m_angularVelocity += this.m_body2->m_invI * b2Cross(r2, P);
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this.m_body2.m_angularVelocity += this.m_body2.m_invI * (r2X * PY - r2Y * PX);
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},
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SolvePositionConstraints: function(){
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var tMat;
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//b2Vec2 r1 = b2Mul(this.m_body1->m_R, this.m_localAnchor1);
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tMat = this.m_body1.m_R;
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var r1X = tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y;
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var r1Y = tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y;
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//b2Vec2 r2 = b2Mul(this.m_body2->m_R, this.m_localAnchor2);
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tMat = this.m_body2.m_R;
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var r2X = tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y;
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var r2Y = tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y;
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//b2Vec2 d = this.m_body2->m_position + r2 - this.m_body1->m_position - r1;
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var dX = this.m_body2.m_position.x + r2X - this.m_body1.m_position.x - r1X;
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var dY = this.m_body2.m_position.y + r2Y - this.m_body1.m_position.y - r1Y;
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//float32 length = d.Normalize();
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var length = Math.sqrt(dX*dX + dY*dY);
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dX /= length;
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dY /= length;
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//float32 C = length - this.m_length;
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var C = length - this.m_length;
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C = b2Math.b2Clamp(C, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection);
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var impulse = -this.m_mass * C;
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//this.m_u = d;
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this.m_u.Set(dX, dY);
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//b2Vec2 P = impulse * this.m_u;
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var PX = impulse * this.m_u.x;
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var PY = impulse * this.m_u.y;
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//this.m_body1->m_position -= this.m_body1->m_invMass * P;
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this.m_body1.m_position.x -= this.m_body1.m_invMass * PX;
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this.m_body1.m_position.y -= this.m_body1.m_invMass * PY;
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//this.m_body1->m_rotation -= this.m_body1->m_invI * b2Cross(r1, P);
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this.m_body1.m_rotation -= this.m_body1.m_invI * (r1X * PY - r1Y * PX);
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//this.m_body2->m_position += this.m_body2->m_invMass * P;
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this.m_body2.m_position.x += this.m_body2.m_invMass * PX;
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this.m_body2.m_position.y += this.m_body2.m_invMass * PY;
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//this.m_body2->m_rotation -= this.m_body2->m_invI * b2Cross(r2, P);
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this.m_body2.m_rotation += this.m_body2.m_invI * (r2X * PY - r2Y * PX);
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this.m_body1.m_R.Set(this.m_body1.m_rotation);
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this.m_body2.m_R.Set(this.m_body2.m_rotation);
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return b2Math.b2Abs(C) < b2Settings.b2_linearSlop;
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},
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GetAnchor1: function(){
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return b2Math.AddVV(this.m_body1.m_position , b2Math.b2MulMV(this.m_body1.m_R, this.m_localAnchor1));
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},
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GetAnchor2: function(){
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return b2Math.AddVV(this.m_body2.m_position , b2Math.b2MulMV(this.m_body2.m_R, this.m_localAnchor2));
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},
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GetReactionForce: function(invTimeStep)
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{
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//var F = (this.m_impulse * invTimeStep) * this.m_u;
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var F = new b2Vec2();
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F.SetV(this.m_u);
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F.Multiply(this.m_impulse * invTimeStep);
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return F;
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},
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GetReactionTorque: function(invTimeStep)
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{
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//NOT_USED(invTimeStep);
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return 0.0;
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},
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m_localAnchor1: new b2Vec2(),
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m_localAnchor2: new b2Vec2(),
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m_u: new b2Vec2(),
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m_impulse: null,
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m_mass: null,
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m_length: null});
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