/* * Copyright (c) 2006-2007 Erin Catto http: * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked, and must not be * misrepresented the original software. * 3. This notice may not be removed or altered from any source distribution. */ // p = attached point, m = mouse point // C = p - m // Cdot = v // = v + cross(w, r) // J = [I r_skew] // Identity used: // w k % (rx i + ry j) = w * (-ry i + rx j) var b2MouseJoint = Class.create(); Object.extend(b2MouseJoint.prototype, b2Joint.prototype); Object.extend(b2MouseJoint.prototype, { GetAnchor1: function(){ return this.m_target; }, GetAnchor2: function(){ var tVec = b2Math.b2MulMV(this.m_body2.m_R, this.m_localAnchor); tVec.Add(this.m_body2.m_position); return tVec; }, GetReactionForce: function(invTimeStep) { //b2Vec2 F = invTimeStep * this.m_impulse; var F = new b2Vec2(); F.SetV(this.m_impulse); F.Multiply(invTimeStep); return F; }, GetReactionTorque: function(invTimeStep) { //NOT_USED(invTimeStep); return 0.0; }, SetTarget: function(target){ this.m_body2.WakeUp(); this.m_target = target; }, //--------------- Internals Below ------------------- initialize: function(def){ // The constructor for b2Joint // initialize instance variables for references this.m_node1 = new b2JointNode(); this.m_node2 = new b2JointNode(); // this.m_type = def.type; this.m_prev = null; this.m_next = null; this.m_body1 = def.body1; this.m_body2 = def.body2; this.m_collideConnected = def.collideConnected; this.m_islandFlag = false; this.m_userData = def.userData; // // initialize instance variables for references this.K = new b2Mat22(); this.K1 = new b2Mat22(); this.K2 = new b2Mat22(); this.m_localAnchor = new b2Vec2(); this.m_target = new b2Vec2(); this.m_impulse = new b2Vec2(); this.m_ptpMass = new b2Mat22(); this.m_C = new b2Vec2(); // //super(def); this.m_target.SetV(def.target); //this.m_localAnchor = b2Math.b2MulTMV(this.m_body2.m_R, b2Math.SubtractVV( this.m_target, this.m_body2.m_position ) ); var tX = this.m_target.x - this.m_body2.m_position.x; var tY = this.m_target.y - this.m_body2.m_position.y; this.m_localAnchor.x = (tX * this.m_body2.m_R.col1.x + tY * this.m_body2.m_R.col1.y); this.m_localAnchor.y = (tX * this.m_body2.m_R.col2.x + tY * this.m_body2.m_R.col2.y); this.m_maxForce = def.maxForce; this.m_impulse.SetZero(); var mass = this.m_body2.m_mass; // Frequency var omega = 2.0 * b2Settings.b2_pi * def.frequencyHz; // Damping coefficient var d = 2.0 * mass * def.dampingRatio * omega; // Spring stiffness var k = mass * omega * omega; // magic formulas this.m_gamma = 1.0 / (d + def.timeStep * k); this.m_beta = def.timeStep * k / (d + def.timeStep * k); }, // Presolve vars K: new b2Mat22(), K1: new b2Mat22(), K2: new b2Mat22(), PrepareVelocitySolver: function(){ var b = this.m_body2; var tMat; // Compute the effective mass matrix. //b2Vec2 r = b2Mul(b.m_R, this.m_localAnchor); tMat = b.m_R; var rX = tMat.col1.x * this.m_localAnchor.x + tMat.col2.x * this.m_localAnchor.y; var rY = tMat.col1.y * this.m_localAnchor.x + tMat.col2.y * this.m_localAnchor.y; // this.K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)] // = [1/m1+1/m2 0 ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y] // [ 0 1/m1+1/m2] [-r1.x*r1.y r1.x*r1.x] [-r1.x*r1.y r1.x*r1.x] var invMass = b.m_invMass; var invI = b.m_invI; //b2Mat22 this.K1; this.K1.col1.x = invMass; this.K1.col2.x = 0.0; this.K1.col1.y = 0.0; this.K1.col2.y = invMass; //b2Mat22 this.K2; this.K2.col1.x = invI * rY * rY; this.K2.col2.x = -invI * rX * rY; this.K2.col1.y = -invI * rX * rY; this.K2.col2.y = invI * rX * rX; //b2Mat22 this.K = this.K1 + this.K2; this.K.SetM(this.K1); this.K.AddM(this.K2); this.K.col1.x += this.m_gamma; this.K.col2.y += this.m_gamma; //this.m_ptpMass = this.K.Invert(); this.K.Invert(this.m_ptpMass); //this.m_C = b.m_position + r - this.m_target; this.m_C.x = b.m_position.x + rX - this.m_target.x; this.m_C.y = b.m_position.y + rY - this.m_target.y; // Cheat with some damping b.m_angularVelocity *= 0.98; // Warm starting. //b2Vec2 P = this.m_impulse; var PX = this.m_impulse.x; var PY = this.m_impulse.y; //b.m_linearVelocity += invMass * P; b.m_linearVelocity.x += invMass * PX; b.m_linearVelocity.y += invMass * PY; //b.m_angularVelocity += invI * b2Cross(r, P); b.m_angularVelocity += invI * (rX * PY - rY * PX); }, SolveVelocityConstraints: function(step){ var body = this.m_body2; var tMat; // Compute the effective mass matrix. //b2Vec2 r = b2Mul(body.m_R, this.m_localAnchor); tMat = body.m_R; var rX = tMat.col1.x * this.m_localAnchor.x + tMat.col2.x * this.m_localAnchor.y; var rY = tMat.col1.y * this.m_localAnchor.x + tMat.col2.y * this.m_localAnchor.y; // Cdot = v + cross(w, r) //b2Vec2 Cdot = body->m_linearVelocity + b2Cross(body->m_angularVelocity, r); var CdotX = body.m_linearVelocity.x + (-body.m_angularVelocity * rY); var CdotY = body.m_linearVelocity.y + (body.m_angularVelocity * rX); //b2Vec2 impulse = -b2Mul(this.m_ptpMass, Cdot + (this.m_beta * step->inv_dt) * this.m_C + this.m_gamma * this.m_impulse); tMat = this.m_ptpMass; var tX = CdotX + (this.m_beta * step.inv_dt) * this.m_C.x + this.m_gamma * this.m_impulse.x; var tY = CdotY + (this.m_beta * step.inv_dt) * this.m_C.y + this.m_gamma * this.m_impulse.y; var impulseX = -(tMat.col1.x * tX + tMat.col2.x * tY); var impulseY = -(tMat.col1.y * tX + tMat.col2.y * tY); var oldImpulseX = this.m_impulse.x; var oldImpulseY = this.m_impulse.y; //this.m_impulse += impulse; this.m_impulse.x += impulseX; this.m_impulse.y += impulseY; var length = this.m_impulse.Length(); if (length > step.dt * this.m_maxForce) { //this.m_impulse *= step.dt * this.m_maxForce / length; this.m_impulse.Multiply(step.dt * this.m_maxForce / length); } //impulse = this.m_impulse - oldImpulse; impulseX = this.m_impulse.x - oldImpulseX; impulseY = this.m_impulse.y - oldImpulseY; //body.m_linearVelocity += body->m_invMass * impulse; body.m_linearVelocity.x += body.m_invMass * impulseX; body.m_linearVelocity.y += body.m_invMass * impulseY; //body.m_angularVelocity += body->m_invI * b2Cross(r, impulse); body.m_angularVelocity += body.m_invI * (rX * impulseY - rY * impulseX); }, SolvePositionConstraints: function(){ return true; }, m_localAnchor: new b2Vec2(), m_target: new b2Vec2(), m_impulse: new b2Vec2(), m_ptpMass: new b2Mat22(), m_C: new b2Vec2(), m_maxForce: null, m_beta: null, m_gamma: null});