677 lines
28 KiB
JavaScript
677 lines
28 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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// Linear constraint (point-to-line)
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// d = p2 - p1 = x2 + r2 - x1 - r1
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// C = dot(ay1, d)
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// Cdot = dot(d, cross(w1, ay1)) + dot(ay1, v2 + cross(w2, r2) - v1 - cross(w1, r1))
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// = -dot(ay1, v1) - dot(cross(d + r1, ay1), w1) + dot(ay1, v2) + dot(cross(r2, ay1), v2)
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// J = [-ay1 -cross(d+r1,ay1) ay1 cross(r2,ay1)]
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//
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// Angular constraint
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// C = a2 - a1 + a_initial
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// Cdot = w2 - w1
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// J = [0 0 -1 0 0 1]
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// Motor/Limit linear constraint
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// C = dot(ax1, d)
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// Cdot = = -dot(ax1, v1) - dot(cross(d + r1, ax1), w1) + dot(ax1, v2) + dot(cross(r2, ax1), v2)
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// J = [-ax1 -cross(d+r1,ax1) ax1 cross(r2,ax1)]
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var b2PrismaticJoint = Class.create();
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Object.extend(b2PrismaticJoint.prototype, b2Joint.prototype);
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Object.extend(b2PrismaticJoint.prototype,
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{
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GetAnchor1: function(){
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var b1 = this.m_body1;
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//return b2Math.AddVV(b1.m_position, b2Math.b2MulMV(b1.m_R, this.m_localAnchor1));
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var tVec = new b2Vec2();
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tVec.SetV(this.m_localAnchor1);
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tVec.MulM(b1.m_R);
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tVec.Add(b1.m_position);
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return tVec;
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},
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GetAnchor2: function(){
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var b2 = this.m_body2;
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//return b2Math.AddVV(b2.m_position, b2Math.b2MulMV(b2.m_R, this.m_localAnchor2));
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var tVec = new b2Vec2();
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tVec.SetV(this.m_localAnchor2);
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tVec.MulM(b2.m_R);
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tVec.Add(b2.m_position);
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return tVec;
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},
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GetJointTranslation: function(){
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var b1 = this.m_body1;
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var b2 = this.m_body2;
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var tMat;
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//var r1 = b2Math.b2MulMV(b1.m_R, this.m_localAnchor1);
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tMat = b1.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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//var r2 = b2Math.b2MulMV(b2.m_R, this.m_localAnchor2);
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tMat = b2.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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//var p1 = b2Math.AddVV(b1.m_position , r1);
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var p1X = b1.m_position.x + r1X;
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var p1Y = b1.m_position.y + r1Y;
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//var p2 = b2Math.AddVV(b2.m_position , r2);
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var p2X = b2.m_position.x + r2X;
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var p2Y = b2.m_position.y + r2Y;
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//var d = b2Math.SubtractVV(p2, p1);
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var dX = p2X - p1X;
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var dY = p2Y - p1Y;
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//var ax1 = b2Math.b2MulMV(b1.m_R, this.m_localXAxis1);
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tMat = b1.m_R;
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var ax1X = tMat.col1.x * this.m_localXAxis1.x + tMat.col2.x * this.m_localXAxis1.y;
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var ax1Y = tMat.col1.y * this.m_localXAxis1.x + tMat.col2.y * this.m_localXAxis1.y;
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//var translation = b2Math.b2Dot(ax1, d);
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var translation = ax1X*dX + ax1Y*dY;
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return translation;
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},
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GetJointSpeed: function(){
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var b1 = this.m_body1;
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var b2 = this.m_body2;
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var tMat;
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//var r1 = b2Math.b2MulMV(b1.m_R, this.m_localAnchor1);
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tMat = b1.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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//var r2 = b2Math.b2MulMV(b2.m_R, this.m_localAnchor2);
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tMat = b2.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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//var p1 = b2Math.AddVV(b1.m_position , r1);
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var p1X = b1.m_position.x + r1X;
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var p1Y = b1.m_position.y + r1Y;
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//var p2 = b2Math.AddVV(b2.m_position , r2);
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var p2X = b2.m_position.x + r2X;
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var p2Y = b2.m_position.y + r2Y;
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//var d = b2Math.SubtractVV(p2, p1);
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var dX = p2X - p1X;
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var dY = p2Y - p1Y;
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//var ax1 = b2Math.b2MulMV(b1.m_R, this.m_localXAxis1);
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tMat = b1.m_R;
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var ax1X = tMat.col1.x * this.m_localXAxis1.x + tMat.col2.x * this.m_localXAxis1.y;
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var ax1Y = tMat.col1.y * this.m_localXAxis1.x + tMat.col2.y * this.m_localXAxis1.y;
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var v1 = b1.m_linearVelocity;
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var v2 = b2.m_linearVelocity;
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var w1 = b1.m_angularVelocity;
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var w2 = b2.m_angularVelocity;
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//var speed = b2Math.b2Dot(d, b2Math.b2CrossFV(w1, ax1)) + b2Math.b2Dot(ax1, b2Math.SubtractVV( b2Math.SubtractVV( b2Math.AddVV( v2 , b2Math.b2CrossFV(w2, r2)) , v1) , b2Math.b2CrossFV(w1, r1)));
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//var b2D = (dX*(-w1 * ax1Y) + dY*(w1 * ax1X));
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//var b2D2 = (ax1X * ((( v2.x + (-w2 * r2Y)) - v1.x) - (-w1 * r1Y)) + ax1Y * ((( v2.y + (w2 * r2X)) - v1.y) - (w1 * r1X)));
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var speed = (dX*(-w1 * ax1Y) + dY*(w1 * ax1X)) + (ax1X * ((( v2.x + (-w2 * r2Y)) - v1.x) - (-w1 * r1Y)) + ax1Y * ((( v2.y + (w2 * r2X)) - v1.y) - (w1 * r1X)));
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return speed;
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},
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GetMotorForce: function(invTimeStep){
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return invTimeStep * this.m_motorImpulse;
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},
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SetMotorSpeed: function(speed)
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{
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this.m_motorSpeed = speed;
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},
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SetMotorForce: function(force)
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{
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this.m_maxMotorForce = force;
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},
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GetReactionForce: function(invTimeStep)
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{
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var tImp = invTimeStep * this.m_limitImpulse;
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var tMat;
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//var ax1 = b2Math.b2MulMV(this.m_body1.m_R, this.m_localXAxis1);
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tMat = this.m_body1.m_R;
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var ax1X = tImp * (tMat.col1.x * this.m_localXAxis1.x + tMat.col2.x * this.m_localXAxis1.y);
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var ax1Y = tImp * (tMat.col1.y * this.m_localXAxis1.x + tMat.col2.y * this.m_localXAxis1.y);
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//var ay1 = b2Math.b2MulMV(this.m_body1.m_R, this.m_localYAxis1);
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var ay1X = tImp * (tMat.col1.x * this.m_localYAxis1.x + tMat.col2.x * this.m_localYAxis1.y);
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var ay1Y = tImp * (tMat.col1.y * this.m_localYAxis1.x + tMat.col2.y * this.m_localYAxis1.y);
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//return (invTimeStep * this.m_limitImpulse) * ax1 + (invTimeStep * this.m_linearImpulse) * ay1;
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return new b2Vec2(ax1X+ay1X, ax1Y+ay1Y);
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},
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GetReactionTorque: function(invTimeStep)
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{
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return invTimeStep * this.m_angularImpulse;
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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_localXAxis1 = new b2Vec2();
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this.m_localYAxis1 = new b2Vec2();
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this.m_linearJacobian = new b2Jacobian();
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this.m_motorJacobian = new b2Jacobian();
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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 = b2Math.b2MulTMV(this.m_body1.m_R, b2Math.SubtractVV(def.anchorPoint , this.m_body1.m_position));
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tMat = this.m_body1.m_R;
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tX = (def.anchorPoint.x - this.m_body1.m_position.x);
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tY = (def.anchorPoint.y - this.m_body1.m_position.y);
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this.m_localAnchor1.Set((tX*tMat.col1.x + tY*tMat.col1.y), (tX*tMat.col2.x + tY*tMat.col2.y));
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//this.m_localAnchor2 = b2Math.b2MulTMV(this.m_body2.m_R, b2Math.SubtractVV(def.anchorPoint , this.m_body2.m_position));
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tMat = this.m_body2.m_R;
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tX = (def.anchorPoint.x - this.m_body2.m_position.x);
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tY = (def.anchorPoint.y - this.m_body2.m_position.y);
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this.m_localAnchor2.Set((tX*tMat.col1.x + tY*tMat.col1.y), (tX*tMat.col2.x + tY*tMat.col2.y));
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//this.m_localXAxis1 = b2Math.b2MulTMV(this.m_body1.m_R, def.axis);
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tMat = this.m_body1.m_R;
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tX = def.axis.x;
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tY = def.axis.y;
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this.m_localXAxis1.Set((tX*tMat.col1.x + tY*tMat.col1.y), (tX*tMat.col2.x + tY*tMat.col2.y));
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//this.m_localYAxis1 = b2Math.b2CrossFV(1.0, this.m_localXAxis1);
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this.m_localYAxis1.x = -this.m_localXAxis1.y;
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this.m_localYAxis1.y = this.m_localXAxis1.x;
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this.m_initialAngle = this.m_body2.m_rotation - this.m_body1.m_rotation;
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this.m_linearJacobian.SetZero();
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this.m_linearMass = 0.0;
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this.m_linearImpulse = 0.0;
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this.m_angularMass = 0.0;
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this.m_angularImpulse = 0.0;
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this.m_motorJacobian.SetZero();
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this.m_motorMass = 0.0;
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this.m_motorImpulse = 0.0;
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this.m_limitImpulse = 0.0;
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this.m_limitPositionImpulse = 0.0;
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this.m_lowerTranslation = def.lowerTranslation;
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this.m_upperTranslation = def.upperTranslation;
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this.m_maxMotorForce = def.motorForce;
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this.m_motorSpeed = def.motorSpeed;
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this.m_enableLimit = def.enableLimit;
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this.m_enableMotor = def.enableMotor;
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},
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PrepareVelocitySolver: function(){
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var b1 = this.m_body1;
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var b2 = this.m_body2;
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var tMat;
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// Compute the effective masses.
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//b2Vec2 r1 = b2Mul(b1->m_R, this.m_localAnchor1);
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tMat = b1.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(b2->m_R, this.m_localAnchor2);
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tMat = b2.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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//float32 invMass1 = b1->m_invMass, invMass2 = b2->m_invMass;
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var invMass1 = b1.m_invMass;
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var invMass2 = b2.m_invMass;
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//float32 invI1 = b1->m_invI, invI2 = b2->m_invI;
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var invI1 = b1.m_invI;
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var invI2 = b2.m_invI;
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// Compute point to line constraint effective mass.
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// J = [-ay1 -cross(d+r1,ay1) ay1 cross(r2,ay1)]
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//b2Vec2 ay1 = b2Mul(b1->m_R, this.m_localYAxis1);
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tMat = b1.m_R;
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var ay1X = tMat.col1.x * this.m_localYAxis1.x + tMat.col2.x * this.m_localYAxis1.y;
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var ay1Y = tMat.col1.y * this.m_localYAxis1.x + tMat.col2.y * this.m_localYAxis1.y;
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//b2Vec2 e = b2->m_position + r2 - b1->m_position;
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var eX = b2.m_position.x + r2X - b1.m_position.x;
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var eY = b2.m_position.y + r2Y - b1.m_position.y;
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//this.m_linearJacobian.Set(-ay1, -b2Math.b2Cross(e, ay1), ay1, b2Math.b2Cross(r2, ay1));
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this.m_linearJacobian.linear1.x = -ay1X;
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this.m_linearJacobian.linear1.y = -ay1Y;
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this.m_linearJacobian.linear2.x = ay1X;
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this.m_linearJacobian.linear2.y = ay1Y;
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this.m_linearJacobian.angular1 = -(eX * ay1Y - eY * ay1X);
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this.m_linearJacobian.angular2 = r2X * ay1Y - r2Y * ay1X;
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this.m_linearMass = invMass1 + invI1 * this.m_linearJacobian.angular1 * this.m_linearJacobian.angular1 +
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invMass2 + invI2 * this.m_linearJacobian.angular2 * this.m_linearJacobian.angular2;
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//b2Settings.b2Assert(this.m_linearMass > Number.MIN_VALUE);
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this.m_linearMass = 1.0 / this.m_linearMass;
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// Compute angular constraint effective mass.
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this.m_angularMass = 1.0 / (invI1 + invI2);
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|||
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|
|||
|
// Compute motor and limit terms.
|
|||
|
if (this.m_enableLimit || this.m_enableMotor)
|
|||
|
{
|
|||
|
// The motor and limit share a Jacobian and effective mass.
|
|||
|
//b2Vec2 ax1 = b2Mul(b1->m_R, this.m_localXAxis1);
|
|||
|
tMat = b1.m_R;
|
|||
|
var ax1X = tMat.col1.x * this.m_localXAxis1.x + tMat.col2.x * this.m_localXAxis1.y;
|
|||
|
var ax1Y = tMat.col1.y * this.m_localXAxis1.x + tMat.col2.y * this.m_localXAxis1.y;
|
|||
|
//this.m_motorJacobian.Set(-ax1, -b2Cross(e, ax1), ax1, b2Cross(r2, ax1));
|
|||
|
this.m_motorJacobian.linear1.x = -ax1X; this.m_motorJacobian.linear1.y = -ax1Y;
|
|||
|
this.m_motorJacobian.linear2.x = ax1X; this.m_motorJacobian.linear2.y = ax1Y;
|
|||
|
this.m_motorJacobian.angular1 = -(eX * ax1Y - eY * ax1X);
|
|||
|
this.m_motorJacobian.angular2 = r2X * ax1Y - r2Y * ax1X;
|
|||
|
|
|||
|
this.m_motorMass = invMass1 + invI1 * this.m_motorJacobian.angular1 * this.m_motorJacobian.angular1 +
|
|||
|
invMass2 + invI2 * this.m_motorJacobian.angular2 * this.m_motorJacobian.angular2;
|
|||
|
//b2Settings.b2Assert(this.m_motorMass > Number.MIN_VALUE);
|
|||
|
this.m_motorMass = 1.0 / this.m_motorMass;
|
|||
|
|
|||
|
if (this.m_enableLimit)
|
|||
|
{
|
|||
|
//b2Vec2 d = e - r1;
|
|||
|
var dX = eX - r1X;
|
|||
|
var dY = eY - r1Y;
|
|||
|
//float32 jointTranslation = b2Dot(ax1, d);
|
|||
|
var jointTranslation = ax1X * dX + ax1Y * dY;
|
|||
|
if (b2Math.b2Abs(this.m_upperTranslation - this.m_lowerTranslation) < 2.0 * b2Settings.b2_linearSlop)
|
|||
|
{
|
|||
|
this.m_limitState = b2Joint.e_equalLimits;
|
|||
|
}
|
|||
|
else if (jointTranslation <= this.m_lowerTranslation)
|
|||
|
{
|
|||
|
if (this.m_limitState != b2Joint.e_atLowerLimit)
|
|||
|
{
|
|||
|
this.m_limitImpulse = 0.0;
|
|||
|
}
|
|||
|
this.m_limitState = b2Joint.e_atLowerLimit;
|
|||
|
}
|
|||
|
else if (jointTranslation >= this.m_upperTranslation)
|
|||
|
{
|
|||
|
if (this.m_limitState != b2Joint.e_atUpperLimit)
|
|||
|
{
|
|||
|
this.m_limitImpulse = 0.0;
|
|||
|
}
|
|||
|
this.m_limitState = b2Joint.e_atUpperLimit;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
this.m_limitState = b2Joint.e_inactiveLimit;
|
|||
|
this.m_limitImpulse = 0.0;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (this.m_enableMotor == false)
|
|||
|
{
|
|||
|
this.m_motorImpulse = 0.0;
|
|||
|
}
|
|||
|
|
|||
|
if (this.m_enableLimit == false)
|
|||
|
{
|
|||
|
this.m_limitImpulse = 0.0;
|
|||
|
}
|
|||
|
|
|||
|
if (b2World.s_enableWarmStarting)
|
|||
|
{
|
|||
|
//b2Vec2 P1 = this.m_linearImpulse * this.m_linearJacobian.linear1 + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.linear1;
|
|||
|
var P1X = this.m_linearImpulse * this.m_linearJacobian.linear1.x + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.linear1.x;
|
|||
|
var P1Y = this.m_linearImpulse * this.m_linearJacobian.linear1.y + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.linear1.y;
|
|||
|
//b2Vec2 P2 = this.m_linearImpulse * this.m_linearJacobian.linear2 + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.linear2;
|
|||
|
var P2X = this.m_linearImpulse * this.m_linearJacobian.linear2.x + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.linear2.x;
|
|||
|
var P2Y = this.m_linearImpulse * this.m_linearJacobian.linear2.y + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.linear2.y;
|
|||
|
//float32 L1 = this.m_linearImpulse * this.m_linearJacobian.angular1 - this.m_angularImpulse + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.angular1;
|
|||
|
var L1 = this.m_linearImpulse * this.m_linearJacobian.angular1 - this.m_angularImpulse + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.angular1;
|
|||
|
//float32 L2 = this.m_linearImpulse * this.m_linearJacobian.angular2 + this.m_angularImpulse + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.angular2;
|
|||
|
var L2 = this.m_linearImpulse * this.m_linearJacobian.angular2 + this.m_angularImpulse + (this.m_motorImpulse + this.m_limitImpulse) * this.m_motorJacobian.angular2;
|
|||
|
|
|||
|
//b1->m_linearVelocity += invMass1 * P1;
|
|||
|
b1.m_linearVelocity.x += invMass1 * P1X;
|
|||
|
b1.m_linearVelocity.y += invMass1 * P1Y;
|
|||
|
//b1->m_angularVelocity += invI1 * L1;
|
|||
|
b1.m_angularVelocity += invI1 * L1;
|
|||
|
|
|||
|
//b2->m_linearVelocity += invMass2 * P2;
|
|||
|
b2.m_linearVelocity.x += invMass2 * P2X;
|
|||
|
b2.m_linearVelocity.y += invMass2 * P2Y;
|
|||
|
//b2->m_angularVelocity += invI2 * L2;
|
|||
|
b2.m_angularVelocity += invI2 * L2;
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
this.m_linearImpulse = 0.0;
|
|||
|
this.m_angularImpulse = 0.0;
|
|||
|
this.m_limitImpulse = 0.0;
|
|||
|
this.m_motorImpulse = 0.0;
|
|||
|
}
|
|||
|
|
|||
|
this.m_limitPositionImpulse = 0.0;
|
|||
|
|
|||
|
},
|
|||
|
|
|||
|
SolveVelocityConstraints: function(step){
|
|||
|
var b1 = this.m_body1;
|
|||
|
var b2 = this.m_body2;
|
|||
|
|
|||
|
var invMass1 = b1.m_invMass;
|
|||
|
var invMass2 = b2.m_invMass;
|
|||
|
var invI1 = b1.m_invI;
|
|||
|
var invI2 = b2.m_invI;
|
|||
|
|
|||
|
var oldLimitImpulse;
|
|||
|
|
|||
|
// Solve linear constraint.
|
|||
|
var linearCdot = this.m_linearJacobian.Compute(b1.m_linearVelocity, b1.m_angularVelocity, b2.m_linearVelocity, b2.m_angularVelocity);
|
|||
|
var linearImpulse = -this.m_linearMass * linearCdot;
|
|||
|
this.m_linearImpulse += linearImpulse;
|
|||
|
|
|||
|
//b1->m_linearVelocity += (invMass1 * linearImpulse) * this.m_linearJacobian.linear1;
|
|||
|
b1.m_linearVelocity.x += (invMass1 * linearImpulse) * this.m_linearJacobian.linear1.x;
|
|||
|
b1.m_linearVelocity.y += (invMass1 * linearImpulse) * this.m_linearJacobian.linear1.y;
|
|||
|
//b1->m_angularVelocity += invI1 * linearImpulse * this.m_linearJacobian.angular1;
|
|||
|
b1.m_angularVelocity += invI1 * linearImpulse * this.m_linearJacobian.angular1;
|
|||
|
|
|||
|
//b2->m_linearVelocity += (invMass2 * linearImpulse) * this.m_linearJacobian.linear2;
|
|||
|
b2.m_linearVelocity.x += (invMass2 * linearImpulse) * this.m_linearJacobian.linear2.x;
|
|||
|
b2.m_linearVelocity.y += (invMass2 * linearImpulse) * this.m_linearJacobian.linear2.y;
|
|||
|
//b2.m_angularVelocity += invI2 * linearImpulse * this.m_linearJacobian.angular2;
|
|||
|
b2.m_angularVelocity += invI2 * linearImpulse * this.m_linearJacobian.angular2;
|
|||
|
|
|||
|
// Solve angular constraint.
|
|||
|
var angularCdot = b2.m_angularVelocity - b1.m_angularVelocity;
|
|||
|
var angularImpulse = -this.m_angularMass * angularCdot;
|
|||
|
this.m_angularImpulse += angularImpulse;
|
|||
|
|
|||
|
b1.m_angularVelocity -= invI1 * angularImpulse;
|
|||
|
b2.m_angularVelocity += invI2 * angularImpulse;
|
|||
|
|
|||
|
// Solve linear motor constraint.
|
|||
|
if (this.m_enableMotor && this.m_limitState != b2Joint.e_equalLimits)
|
|||
|
{
|
|||
|
var motorCdot = this.m_motorJacobian.Compute(b1.m_linearVelocity, b1.m_angularVelocity, b2.m_linearVelocity, b2.m_angularVelocity) - this.m_motorSpeed;
|
|||
|
var motorImpulse = -this.m_motorMass * motorCdot;
|
|||
|
var oldMotorImpulse = this.m_motorImpulse;
|
|||
|
this.m_motorImpulse = b2Math.b2Clamp(this.m_motorImpulse + motorImpulse, -step.dt * this.m_maxMotorForce, step.dt * this.m_maxMotorForce);
|
|||
|
motorImpulse = this.m_motorImpulse - oldMotorImpulse;
|
|||
|
|
|||
|
//b1.m_linearVelocity += (invMass1 * motorImpulse) * this.m_motorJacobian.linear1;
|
|||
|
b1.m_linearVelocity.x += (invMass1 * motorImpulse) * this.m_motorJacobian.linear1.x;
|
|||
|
b1.m_linearVelocity.y += (invMass1 * motorImpulse) * this.m_motorJacobian.linear1.y;
|
|||
|
//b1.m_angularVelocity += invI1 * motorImpulse * this.m_motorJacobian.angular1;
|
|||
|
b1.m_angularVelocity += invI1 * motorImpulse * this.m_motorJacobian.angular1;
|
|||
|
|
|||
|
//b2->m_linearVelocity += (invMass2 * motorImpulse) * this.m_motorJacobian.linear2;
|
|||
|
b2.m_linearVelocity.x += (invMass2 * motorImpulse) * this.m_motorJacobian.linear2.x;
|
|||
|
b2.m_linearVelocity.y += (invMass2 * motorImpulse) * this.m_motorJacobian.linear2.y;
|
|||
|
//b2->m_angularVelocity += invI2 * motorImpulse * this.m_motorJacobian.angular2;
|
|||
|
b2.m_angularVelocity += invI2 * motorImpulse * this.m_motorJacobian.angular2;
|
|||
|
}
|
|||
|
|
|||
|
// Solve linear limit constraint.
|
|||
|
if (this.m_enableLimit && this.m_limitState != b2Joint.e_inactiveLimit)
|
|||
|
{
|
|||
|
var limitCdot = this.m_motorJacobian.Compute(b1.m_linearVelocity, b1.m_angularVelocity, b2.m_linearVelocity, b2.m_angularVelocity);
|
|||
|
var limitImpulse = -this.m_motorMass * limitCdot;
|
|||
|
|
|||
|
if (this.m_limitState == b2Joint.e_equalLimits)
|
|||
|
{
|
|||
|
this.m_limitImpulse += limitImpulse;
|
|||
|
}
|
|||
|
else if (this.m_limitState == b2Joint.e_atLowerLimit)
|
|||
|
{
|
|||
|
oldLimitImpulse = this.m_limitImpulse;
|
|||
|
this.m_limitImpulse = b2Math.b2Max(this.m_limitImpulse + limitImpulse, 0.0);
|
|||
|
limitImpulse = this.m_limitImpulse - oldLimitImpulse;
|
|||
|
}
|
|||
|
else if (this.m_limitState == b2Joint.e_atUpperLimit)
|
|||
|
{
|
|||
|
oldLimitImpulse = this.m_limitImpulse;
|
|||
|
this.m_limitImpulse = b2Math.b2Min(this.m_limitImpulse + limitImpulse, 0.0);
|
|||
|
limitImpulse = this.m_limitImpulse - oldLimitImpulse;
|
|||
|
}
|
|||
|
|
|||
|
//b1->m_linearVelocity += (invMass1 * limitImpulse) * this.m_motorJacobian.linear1;
|
|||
|
b1.m_linearVelocity.x += (invMass1 * limitImpulse) * this.m_motorJacobian.linear1.x;
|
|||
|
b1.m_linearVelocity.y += (invMass1 * limitImpulse) * this.m_motorJacobian.linear1.y;
|
|||
|
//b1->m_angularVelocity += invI1 * limitImpulse * this.m_motorJacobian.angular1;
|
|||
|
b1.m_angularVelocity += invI1 * limitImpulse * this.m_motorJacobian.angular1;
|
|||
|
|
|||
|
//b2->m_linearVelocity += (invMass2 * limitImpulse) * this.m_motorJacobian.linear2;
|
|||
|
b2.m_linearVelocity.x += (invMass2 * limitImpulse) * this.m_motorJacobian.linear2.x;
|
|||
|
b2.m_linearVelocity.y += (invMass2 * limitImpulse) * this.m_motorJacobian.linear2.y;
|
|||
|
//b2->m_angularVelocity += invI2 * limitImpulse * this.m_motorJacobian.angular2;
|
|||
|
b2.m_angularVelocity += invI2 * limitImpulse * this.m_motorJacobian.angular2;
|
|||
|
}
|
|||
|
},
|
|||
|
|
|||
|
|
|||
|
|
|||
|
SolvePositionConstraints: function(){
|
|||
|
|
|||
|
var limitC;
|
|||
|
var oldLimitImpulse;
|
|||
|
|
|||
|
var b1 = this.m_body1;
|
|||
|
var b2 = this.m_body2;
|
|||
|
|
|||
|
var invMass1 = b1.m_invMass;
|
|||
|
var invMass2 = b2.m_invMass;
|
|||
|
var invI1 = b1.m_invI;
|
|||
|
var invI2 = b2.m_invI;
|
|||
|
|
|||
|
var tMat;
|
|||
|
|
|||
|
//b2Vec2 r1 = b2Mul(b1->m_R, this.m_localAnchor1);
|
|||
|
tMat = b1.m_R;
|
|||
|
var r1X = tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y;
|
|||
|
var r1Y = tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y;
|
|||
|
//b2Vec2 r2 = b2Mul(b2->m_R, this.m_localAnchor2);
|
|||
|
tMat = b2.m_R;
|
|||
|
var r2X = tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y;
|
|||
|
var r2Y = tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y;
|
|||
|
//b2Vec2 p1 = b1->m_position + r1;
|
|||
|
var p1X = b1.m_position.x + r1X;
|
|||
|
var p1Y = b1.m_position.y + r1Y;
|
|||
|
//b2Vec2 p2 = b2->m_position + r2;
|
|||
|
var p2X = b2.m_position.x + r2X;
|
|||
|
var p2Y = b2.m_position.y + r2Y;
|
|||
|
//b2Vec2 d = p2 - p1;
|
|||
|
var dX = p2X - p1X;
|
|||
|
var dY = p2Y - p1Y;
|
|||
|
//b2Vec2 ay1 = b2Mul(b1->m_R, this.m_localYAxis1);
|
|||
|
tMat = b1.m_R;
|
|||
|
var ay1X = tMat.col1.x * this.m_localYAxis1.x + tMat.col2.x * this.m_localYAxis1.y;
|
|||
|
var ay1Y = tMat.col1.y * this.m_localYAxis1.x + tMat.col2.y * this.m_localYAxis1.y;
|
|||
|
|
|||
|
// Solve linear (point-to-line) constraint.
|
|||
|
//float32 linearC = b2Dot(ay1, d);
|
|||
|
var linearC = ay1X*dX + ay1Y*dY;
|
|||
|
// Prevent overly large corrections.
|
|||
|
linearC = b2Math.b2Clamp(linearC, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection);
|
|||
|
var linearImpulse = -this.m_linearMass * linearC;
|
|||
|
|
|||
|
//b1->m_position += (invMass1 * linearImpulse) * this.m_linearJacobian.linear1;
|
|||
|
b1.m_position.x += (invMass1 * linearImpulse) * this.m_linearJacobian.linear1.x;
|
|||
|
b1.m_position.y += (invMass1 * linearImpulse) * this.m_linearJacobian.linear1.y;
|
|||
|
//b1->m_rotation += invI1 * linearImpulse * this.m_linearJacobian.angular1;
|
|||
|
b1.m_rotation += invI1 * linearImpulse * this.m_linearJacobian.angular1;
|
|||
|
//b1->m_R.Set(b1->m_rotation);
|
|||
|
//b2->m_position += (invMass2 * linearImpulse) * this.m_linearJacobian.linear2;
|
|||
|
b2.m_position.x += (invMass2 * linearImpulse) * this.m_linearJacobian.linear2.x;
|
|||
|
b2.m_position.y += (invMass2 * linearImpulse) * this.m_linearJacobian.linear2.y;
|
|||
|
b2.m_rotation += invI2 * linearImpulse * this.m_linearJacobian.angular2;
|
|||
|
//b2->m_R.Set(b2->m_rotation);
|
|||
|
|
|||
|
var positionError = b2Math.b2Abs(linearC);
|
|||
|
|
|||
|
// Solve angular constraint.
|
|||
|
var angularC = b2.m_rotation - b1.m_rotation - this.m_initialAngle;
|
|||
|
// Prevent overly large corrections.
|
|||
|
angularC = b2Math.b2Clamp(angularC, -b2Settings.b2_maxAngularCorrection, b2Settings.b2_maxAngularCorrection);
|
|||
|
var angularImpulse = -this.m_angularMass * angularC;
|
|||
|
|
|||
|
b1.m_rotation -= b1.m_invI * angularImpulse;
|
|||
|
b1.m_R.Set(b1.m_rotation);
|
|||
|
b2.m_rotation += b2.m_invI * angularImpulse;
|
|||
|
b2.m_R.Set(b2.m_rotation);
|
|||
|
|
|||
|
var angularError = b2Math.b2Abs(angularC);
|
|||
|
|
|||
|
// Solve linear limit constraint.
|
|||
|
if (this.m_enableLimit && this.m_limitState != b2Joint.e_inactiveLimit)
|
|||
|
{
|
|||
|
|
|||
|
//b2Vec2 r1 = b2Mul(b1->m_R, this.m_localAnchor1);
|
|||
|
tMat = b1.m_R;
|
|||
|
r1X = tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y;
|
|||
|
r1Y = tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y;
|
|||
|
//b2Vec2 r2 = b2Mul(b2->m_R, this.m_localAnchor2);
|
|||
|
tMat = b2.m_R;
|
|||
|
r2X = tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y;
|
|||
|
r2Y = tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y;
|
|||
|
//b2Vec2 p1 = b1->m_position + r1;
|
|||
|
p1X = b1.m_position.x + r1X;
|
|||
|
p1Y = b1.m_position.y + r1Y;
|
|||
|
//b2Vec2 p2 = b2->m_position + r2;
|
|||
|
p2X = b2.m_position.x + r2X;
|
|||
|
p2Y = b2.m_position.y + r2Y;
|
|||
|
//b2Vec2 d = p2 - p1;
|
|||
|
dX = p2X - p1X;
|
|||
|
dY = p2Y - p1Y;
|
|||
|
//b2Vec2 ax1 = b2Mul(b1->m_R, this.m_localXAxis1);
|
|||
|
tMat = b1.m_R;
|
|||
|
var ax1X = tMat.col1.x * this.m_localXAxis1.x + tMat.col2.x * this.m_localXAxis1.y;
|
|||
|
var ax1Y = tMat.col1.y * this.m_localXAxis1.x + tMat.col2.y * this.m_localXAxis1.y;
|
|||
|
|
|||
|
//float32 translation = b2Dot(ax1, d);
|
|||
|
var translation = (ax1X*dX + ax1Y*dY);
|
|||
|
var limitImpulse = 0.0;
|
|||
|
|
|||
|
if (this.m_limitState == b2Joint.e_equalLimits)
|
|||
|
{
|
|||
|
// Prevent large angular corrections
|
|||
|
limitC = b2Math.b2Clamp(translation, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection);
|
|||
|
limitImpulse = -this.m_motorMass * limitC;
|
|||
|
positionError = b2Math.b2Max(positionError, b2Math.b2Abs(angularC));
|
|||
|
}
|
|||
|
else if (this.m_limitState == b2Joint.e_atLowerLimit)
|
|||
|
{
|
|||
|
limitC = translation - this.m_lowerTranslation;
|
|||
|
positionError = b2Math.b2Max(positionError, -limitC);
|
|||
|
|
|||
|
// Prevent large linear corrections and allow some slop.
|
|||
|
limitC = b2Math.b2Clamp(limitC + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0);
|
|||
|
limitImpulse = -this.m_motorMass * limitC;
|
|||
|
oldLimitImpulse = this.m_limitPositionImpulse;
|
|||
|
this.m_limitPositionImpulse = b2Math.b2Max(this.m_limitPositionImpulse + limitImpulse, 0.0);
|
|||
|
limitImpulse = this.m_limitPositionImpulse - oldLimitImpulse;
|
|||
|
}
|
|||
|
else if (this.m_limitState == b2Joint.e_atUpperLimit)
|
|||
|
{
|
|||
|
limitC = translation - this.m_upperTranslation;
|
|||
|
positionError = b2Math.b2Max(positionError, limitC);
|
|||
|
|
|||
|
// Prevent large linear corrections and allow some slop.
|
|||
|
limitC = b2Math.b2Clamp(limitC - b2Settings.b2_linearSlop, 0.0, b2Settings.b2_maxLinearCorrection);
|
|||
|
limitImpulse = -this.m_motorMass * limitC;
|
|||
|
oldLimitImpulse = this.m_limitPositionImpulse;
|
|||
|
this.m_limitPositionImpulse = b2Math.b2Min(this.m_limitPositionImpulse + limitImpulse, 0.0);
|
|||
|
limitImpulse = this.m_limitPositionImpulse - oldLimitImpulse;
|
|||
|
}
|
|||
|
|
|||
|
//b1->m_position += (invMass1 * limitImpulse) * this.m_motorJacobian.linear1;
|
|||
|
b1.m_position.x += (invMass1 * limitImpulse) * this.m_motorJacobian.linear1.x;
|
|||
|
b1.m_position.y += (invMass1 * limitImpulse) * this.m_motorJacobian.linear1.y;
|
|||
|
//b1->m_rotation += invI1 * limitImpulse * this.m_motorJacobian.angular1;
|
|||
|
b1.m_rotation += invI1 * limitImpulse * this.m_motorJacobian.angular1;
|
|||
|
b1.m_R.Set(b1.m_rotation);
|
|||
|
//b2->m_position += (invMass2 * limitImpulse) * this.m_motorJacobian.linear2;
|
|||
|
b2.m_position.x += (invMass2 * limitImpulse) * this.m_motorJacobian.linear2.x;
|
|||
|
b2.m_position.y += (invMass2 * limitImpulse) * this.m_motorJacobian.linear2.y;
|
|||
|
//b2->m_rotation += invI2 * limitImpulse * this.m_motorJacobian.angular2;
|
|||
|
b2.m_rotation += invI2 * limitImpulse * this.m_motorJacobian.angular2;
|
|||
|
b2.m_R.Set(b2.m_rotation);
|
|||
|
}
|
|||
|
|
|||
|
return positionError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop;
|
|||
|
|
|||
|
},
|
|||
|
|
|||
|
m_localAnchor1: new b2Vec2(),
|
|||
|
m_localAnchor2: new b2Vec2(),
|
|||
|
m_localXAxis1: new b2Vec2(),
|
|||
|
m_localYAxis1: new b2Vec2(),
|
|||
|
m_initialAngle: null,
|
|||
|
|
|||
|
m_linearJacobian: new b2Jacobian(),
|
|||
|
m_linearMass: null,
|
|||
|
m_linearImpulse: null,
|
|||
|
|
|||
|
m_angularMass: null,
|
|||
|
m_angularImpulse: null,
|
|||
|
|
|||
|
m_motorJacobian: new b2Jacobian(),
|
|||
|
m_motorMass: null,
|
|||
|
m_motorImpulse: null,
|
|||
|
m_limitImpulse: null,
|
|||
|
m_limitPositionImpulse: null,
|
|||
|
|
|||
|
m_lowerTranslation: null,
|
|||
|
m_upperTranslation: null,
|
|||
|
m_maxMotorForce: null,
|
|||
|
m_motorSpeed: null,
|
|||
|
|
|||
|
m_enableLimit: null,
|
|||
|
m_enableMotor: null,
|
|||
|
m_limitState: 0});
|
|||
|
|