492 lines
17 KiB
JavaScript
492 lines
17 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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// Point-to-point constraint
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// C = p2 - p1
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// Cdot = v2 - v1
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// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
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// J = [-I -r1_skew I r2_skew ]
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// Identity used:
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// w k % (rx i + ry j) = w * (-ry i + rx j)
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// Motor constraint
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// Cdot = w2 - w1
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// J = [0 0 -1 0 0 1]
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// K = invI1 + invI2
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var b2RevoluteJoint = Class.create();
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Object.extend(b2RevoluteJoint.prototype, b2Joint.prototype);
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Object.extend(b2RevoluteJoint.prototype,
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{
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GetAnchor1: function(){
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var tMat = this.m_body1.m_R;
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return new b2Vec2( this.m_body1.m_position.x + (tMat.col1.x * this.m_localAnchor1.x + tMat.col2.x * this.m_localAnchor1.y),
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this.m_body1.m_position.y + (tMat.col1.y * this.m_localAnchor1.x + tMat.col2.y * this.m_localAnchor1.y));
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},
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GetAnchor2: function(){
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var tMat = this.m_body2.m_R;
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return new b2Vec2( this.m_body2.m_position.x + (tMat.col1.x * this.m_localAnchor2.x + tMat.col2.x * this.m_localAnchor2.y),
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this.m_body2.m_position.y + (tMat.col1.y * this.m_localAnchor2.x + tMat.col2.y * this.m_localAnchor2.y));
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},
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GetJointAngle: function(){
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return this.m_body2.m_rotation - this.m_body1.m_rotation;
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},
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GetJointSpeed: function(){
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return this.m_body2.m_angularVelocity - this.m_body1.m_angularVelocity;
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},
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GetMotorTorque: 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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SetMotorTorque: function(torque)
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{
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this.m_maxMotorTorque = torque;
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},
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GetReactionForce: function(invTimeStep)
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{
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var tVec = this.m_ptpImpulse.Copy();
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tVec.Multiply(invTimeStep);
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//return invTimeStep * this.m_ptpImpulse;
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return tVec;
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},
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GetReactionTorque: function(invTimeStep)
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{
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return invTimeStep * this.m_limitImpulse;
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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.K = new b2Mat22();
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this.K1 = new b2Mat22();
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this.K2 = new b2Mat22();
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this.K3 = new b2Mat22();
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this.m_localAnchor1 = new b2Vec2();
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this.m_localAnchor2 = new b2Vec2();
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this.m_ptpImpulse = new b2Vec2();
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this.m_ptpMass = new b2Mat22();
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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.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 = 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.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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this.m_intialAngle = this.m_body2.m_rotation - this.m_body1.m_rotation;
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this.m_ptpImpulse.Set(0.0, 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_lowerAngle = def.lowerAngle;
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this.m_upperAngle = def.upperAngle;
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this.m_maxMotorTorque = def.motorTorque;
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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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// internal vars
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K: new b2Mat22(),
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K1: new b2Mat22(),
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K2: new b2Mat22(),
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K3: new b2Mat22(),
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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 mass matrix.
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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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// this.K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
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// = [1/m1+1/m2 0 ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
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// [ 0 1/m1+1/m2] [-r1.x*r1.y r1.x*r1.x] [-r1.x*r1.y r1.x*r1.x]
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var invMass1 = b1.m_invMass;
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var invMass2 = b2.m_invMass;
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var invI1 = b1.m_invI;
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var invI2 = b2.m_invI;
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//var this.K1 = new b2Mat22();
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this.K1.col1.x = invMass1 + invMass2; this.K1.col2.x = 0.0;
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this.K1.col1.y = 0.0; this.K1.col2.y = invMass1 + invMass2;
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//var this.K2 = new b2Mat22();
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this.K2.col1.x = invI1 * r1Y * r1Y; this.K2.col2.x = -invI1 * r1X * r1Y;
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this.K2.col1.y = -invI1 * r1X * r1Y; this.K2.col2.y = invI1 * r1X * r1X;
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//var this.K3 = new b2Mat22();
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this.K3.col1.x = invI2 * r2Y * r2Y; this.K3.col2.x = -invI2 * r2X * r2Y;
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this.K3.col1.y = -invI2 * r2X * r2Y; this.K3.col2.y = invI2 * r2X * r2X;
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//var this.K = b2Math.AddMM(b2Math.AddMM(this.K1, this.K2), this.K3);
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this.K.SetM(this.K1);
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this.K.AddM(this.K2);
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this.K.AddM(this.K3);
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//this.m_ptpMass = this.K.Invert();
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this.K.Invert(this.m_ptpMass);
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this.m_motorMass = 1.0 / (invI1 + invI2);
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if (this.m_enableMotor == false)
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{
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this.m_motorImpulse = 0.0;
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}
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if (this.m_enableLimit)
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{
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var jointAngle = b2.m_rotation - b1.m_rotation - this.m_intialAngle;
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if (b2Math.b2Abs(this.m_upperAngle - this.m_lowerAngle) < 2.0 * b2Settings.b2_angularSlop)
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{
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this.m_limitState = b2Joint.e_equalLimits;
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}
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else if (jointAngle <= this.m_lowerAngle)
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{
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if (this.m_limitState != b2Joint.e_atLowerLimit)
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{
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this.m_limitImpulse = 0.0;
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}
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this.m_limitState = b2Joint.e_atLowerLimit;
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}
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else if (jointAngle >= this.m_upperAngle)
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{
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if (this.m_limitState != b2Joint.e_atUpperLimit)
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{
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this.m_limitImpulse = 0.0;
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}
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this.m_limitState = b2Joint.e_atUpperLimit;
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}
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else
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{
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this.m_limitState = b2Joint.e_inactiveLimit;
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this.m_limitImpulse = 0.0;
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}
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}
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else
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{
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this.m_limitImpulse = 0.0;
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}
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// Warm starting.
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if (b2World.s_enableWarmStarting)
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{
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//b1.m_linearVelocity.Subtract( b2Math.MulFV( invMass1, this.m_ptpImpulse) );
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b1.m_linearVelocity.x -= invMass1 * this.m_ptpImpulse.x;
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b1.m_linearVelocity.y -= invMass1 * this.m_ptpImpulse.y;
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//b1.m_angularVelocity -= invI1 * (b2Math.b2CrossVV(r1, this.m_ptpImpulse) + this.m_motorImpulse + this.m_limitImpulse);
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b1.m_angularVelocity -= invI1 * ((r1X * this.m_ptpImpulse.y - r1Y * this.m_ptpImpulse.x) + this.m_motorImpulse + this.m_limitImpulse);
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//b2.m_linearVelocity.Add( b2Math.MulFV( invMass2 , this.m_ptpImpulse ));
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b2.m_linearVelocity.x += invMass2 * this.m_ptpImpulse.x;
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b2.m_linearVelocity.y += invMass2 * this.m_ptpImpulse.y;
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//b2.m_angularVelocity += invI2 * (b2Math.b2CrossVV(r2, this.m_ptpImpulse) + this.m_motorImpulse + this.m_limitImpulse);
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b2.m_angularVelocity += invI2 * ((r2X * this.m_ptpImpulse.y - r2Y * this.m_ptpImpulse.x) + this.m_motorImpulse + this.m_limitImpulse);
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}
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else{
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this.m_ptpImpulse.SetZero();
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this.m_motorImpulse = 0.0;
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this.m_limitImpulse = 0.0;
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}
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this.m_limitPositionImpulse = 0.0;
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},
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SolveVelocityConstraints: function(step){
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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 oldLimitImpulse;
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// Solve point-to-point constraint
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//b2Vec2 ptpCdot = b2.m_linearVelocity + b2Cross(b2.m_angularVelocity, r2) - b1.m_linearVelocity - b2Cross(b1.m_angularVelocity, r1);
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var ptpCdotX = b2.m_linearVelocity.x + (-b2.m_angularVelocity * r2Y) - b1.m_linearVelocity.x - (-b1.m_angularVelocity * r1Y);
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var ptpCdotY = b2.m_linearVelocity.y + (b2.m_angularVelocity * r2X) - b1.m_linearVelocity.y - (b1.m_angularVelocity * r1X);
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//b2Vec2 ptpImpulse = -b2Mul(this.m_ptpMass, ptpCdot);
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var ptpImpulseX = -(this.m_ptpMass.col1.x * ptpCdotX + this.m_ptpMass.col2.x * ptpCdotY);
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var ptpImpulseY = -(this.m_ptpMass.col1.y * ptpCdotX + this.m_ptpMass.col2.y * ptpCdotY);
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this.m_ptpImpulse.x += ptpImpulseX;
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this.m_ptpImpulse.y += ptpImpulseY;
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//b1->m_linearVelocity -= b1->m_invMass * ptpImpulse;
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b1.m_linearVelocity.x -= b1.m_invMass * ptpImpulseX;
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b1.m_linearVelocity.y -= b1.m_invMass * ptpImpulseY;
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//b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, ptpImpulse);
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b1.m_angularVelocity -= b1.m_invI * (r1X * ptpImpulseY - r1Y * ptpImpulseX);
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//b2->m_linearVelocity += b2->m_invMass * ptpImpulse;
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b2.m_linearVelocity.x += b2.m_invMass * ptpImpulseX;
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b2.m_linearVelocity.y += b2.m_invMass * ptpImpulseY;
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//b2->m_angularVelocity += b2->m_invI * b2Cross(r2, ptpImpulse);
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b2.m_angularVelocity += b2.m_invI * (r2X * ptpImpulseY - r2Y * ptpImpulseX);
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if (this.m_enableMotor && this.m_limitState != b2Joint.e_equalLimits)
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{
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var motorCdot = b2.m_angularVelocity - b1.m_angularVelocity - this.m_motorSpeed;
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var motorImpulse = -this.m_motorMass * motorCdot;
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var oldMotorImpulse = this.m_motorImpulse;
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this.m_motorImpulse = b2Math.b2Clamp(this.m_motorImpulse + motorImpulse, -step.dt * this.m_maxMotorTorque, step.dt * this.m_maxMotorTorque);
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motorImpulse = this.m_motorImpulse - oldMotorImpulse;
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b1.m_angularVelocity -= b1.m_invI * motorImpulse;
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b2.m_angularVelocity += b2.m_invI * motorImpulse;
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}
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if (this.m_enableLimit && this.m_limitState != b2Joint.e_inactiveLimit)
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{
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var limitCdot = b2.m_angularVelocity - b1.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_angularVelocity -= b1.m_invI * limitImpulse;
|
|||
|
b2.m_angularVelocity += b2.m_invI * limitImpulse;
|
|||
|
}
|
|||
|
},
|
|||
|
|
|||
|
|
|||
|
SolvePositionConstraints: function(){
|
|||
|
|
|||
|
var oldLimitImpulse;
|
|||
|
var limitC;
|
|||
|
|
|||
|
var b1 = this.m_body1;
|
|||
|
var b2 = this.m_body2;
|
|||
|
|
|||
|
var positionError = 0.0;
|
|||
|
|
|||
|
var tMat;
|
|||
|
|
|||
|
// Solve point-to-point position error.
|
|||
|
//var r1 = b2Math.b2MulMV(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;
|
|||
|
//var r2 = b2Math.b2MulMV(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 ptpC = p2 - p1;
|
|||
|
var ptpCX = p2X - p1X;
|
|||
|
var ptpCY = p2Y - p1Y;
|
|||
|
|
|||
|
//float32 positionError = ptpC.Length();
|
|||
|
positionError = Math.sqrt(ptpCX*ptpCX + ptpCY*ptpCY);
|
|||
|
|
|||
|
// Prevent overly large corrections.
|
|||
|
//b2Vec2 dpMax(b2_maxLinearCorrection, b2_maxLinearCorrection);
|
|||
|
//ptpC = b2Clamp(ptpC, -dpMax, dpMax);
|
|||
|
|
|||
|
//float32 invMass1 = b1->m_invMass, invMass2 = b2->m_invMass;
|
|||
|
var invMass1 = b1.m_invMass;
|
|||
|
var invMass2 = b2.m_invMass;
|
|||
|
//float32 invI1 = b1->m_invI, invI2 = b2->m_invI;
|
|||
|
var invI1 = b1.m_invI;
|
|||
|
var invI2 = b2.m_invI;
|
|||
|
|
|||
|
//b2Mat22 this.K1;
|
|||
|
this.K1.col1.x = invMass1 + invMass2; this.K1.col2.x = 0.0;
|
|||
|
this.K1.col1.y = 0.0; this.K1.col2.y = invMass1 + invMass2;
|
|||
|
|
|||
|
//b2Mat22 this.K2;
|
|||
|
this.K2.col1.x = invI1 * r1Y * r1Y; this.K2.col2.x = -invI1 * r1X * r1Y;
|
|||
|
this.K2.col1.y = -invI1 * r1X * r1Y; this.K2.col2.y = invI1 * r1X * r1X;
|
|||
|
|
|||
|
//b2Mat22 this.K3;
|
|||
|
this.K3.col1.x = invI2 * r2Y * r2Y; this.K3.col2.x = -invI2 * r2X * r2Y;
|
|||
|
this.K3.col1.y = -invI2 * r2X * r2Y; this.K3.col2.y = invI2 * r2X * r2X;
|
|||
|
|
|||
|
//b2Mat22 this.K = this.K1 + this.K2 + this.K3;
|
|||
|
this.K.SetM(this.K1);
|
|||
|
this.K.AddM(this.K2);
|
|||
|
this.K.AddM(this.K3);
|
|||
|
//b2Vec2 impulse = this.K.Solve(-ptpC);
|
|||
|
this.K.Solve(b2RevoluteJoint.tImpulse, -ptpCX, -ptpCY);
|
|||
|
var impulseX = b2RevoluteJoint.tImpulse.x;
|
|||
|
var impulseY = b2RevoluteJoint.tImpulse.y;
|
|||
|
|
|||
|
//b1.m_position -= b1.m_invMass * impulse;
|
|||
|
b1.m_position.x -= b1.m_invMass * impulseX;
|
|||
|
b1.m_position.y -= b1.m_invMass * impulseY;
|
|||
|
//b1.m_rotation -= b1.m_invI * b2Cross(r1, impulse);
|
|||
|
b1.m_rotation -= b1.m_invI * (r1X * impulseY - r1Y * impulseX);
|
|||
|
b1.m_R.Set(b1.m_rotation);
|
|||
|
|
|||
|
//b2.m_position += b2.m_invMass * impulse;
|
|||
|
b2.m_position.x += b2.m_invMass * impulseX;
|
|||
|
b2.m_position.y += b2.m_invMass * impulseY;
|
|||
|
//b2.m_rotation += b2.m_invI * b2Cross(r2, impulse);
|
|||
|
b2.m_rotation += b2.m_invI * (r2X * impulseY - r2Y * impulseX);
|
|||
|
b2.m_R.Set(b2.m_rotation);
|
|||
|
|
|||
|
|
|||
|
// Handle limits.
|
|||
|
var angularError = 0.0;
|
|||
|
|
|||
|
if (this.m_enableLimit && this.m_limitState != b2Joint.e_inactiveLimit)
|
|||
|
{
|
|||
|
var angle = b2.m_rotation - b1.m_rotation - this.m_intialAngle;
|
|||
|
var limitImpulse = 0.0;
|
|||
|
|
|||
|
if (this.m_limitState == b2Joint.e_equalLimits)
|
|||
|
{
|
|||
|
// Prevent large angular corrections
|
|||
|
limitC = b2Math.b2Clamp(angle, -b2Settings.b2_maxAngularCorrection, b2Settings.b2_maxAngularCorrection);
|
|||
|
limitImpulse = -this.m_motorMass * limitC;
|
|||
|
angularError = b2Math.b2Abs(limitC);
|
|||
|
}
|
|||
|
else if (this.m_limitState == b2Joint.e_atLowerLimit)
|
|||
|
{
|
|||
|
limitC = angle - this.m_lowerAngle;
|
|||
|
angularError = b2Math.b2Max(0.0, -limitC);
|
|||
|
|
|||
|
// Prevent large angular corrections and allow some slop.
|
|||
|
limitC = b2Math.b2Clamp(limitC + b2Settings.b2_angularSlop, -b2Settings.b2_maxAngularCorrection, 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 = angle - this.m_upperAngle;
|
|||
|
angularError = b2Math.b2Max(0.0, limitC);
|
|||
|
|
|||
|
// Prevent large angular corrections and allow some slop.
|
|||
|
limitC = b2Math.b2Clamp(limitC - b2Settings.b2_angularSlop, 0.0, b2Settings.b2_maxAngularCorrection);
|
|||
|
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_rotation -= b1.m_invI * limitImpulse;
|
|||
|
b1.m_R.Set(b1.m_rotation);
|
|||
|
b2.m_rotation += b2.m_invI * limitImpulse;
|
|||
|
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_ptpImpulse: new b2Vec2(),
|
|||
|
m_motorImpulse: null,
|
|||
|
m_limitImpulse: null,
|
|||
|
m_limitPositionImpulse: null,
|
|||
|
|
|||
|
m_ptpMass: new b2Mat22(),
|
|||
|
m_motorMass: null,
|
|||
|
m_intialAngle: null,
|
|||
|
m_lowerAngle: null,
|
|||
|
m_upperAngle: null,
|
|||
|
m_maxMotorTorque: null,
|
|||
|
m_motorSpeed: null,
|
|||
|
|
|||
|
m_enableLimit: null,
|
|||
|
m_enableMotor: null,
|
|||
|
m_limitState: 0});
|
|||
|
|
|||
|
b2RevoluteJoint.tImpulse = new b2Vec2();
|