/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * 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 as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ package Box2D.Dynamics.Joints{ import Box2D.Common.Math.*; import Box2D.Common.*; import Box2D.Dynamics.*; import Box2D.Common.b2internal; use namespace b2internal; // 1-D constrained system // m (v2 - v1) = lambda // v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass. // x2 = x1 + h * v2 // 1-D mass-damper-spring system // m (v2 - v1) + h * d * v2 + h * k * // C = norm(p2 - p1) - L // u = (p2 - p1) / norm(p2 - p1) // Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1)) // J = [-u -cross(r1, u) u cross(r2, u)] // K = J * invM * JT // = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2 /** * A distance joint constrains two points on two bodies * to remain at a fixed distance from each other. You can view * this as a massless, rigid rod. * @see b2DistanceJointDef */ public class b2DistanceJoint extends b2Joint { /** @inheritDoc */ public override function GetAnchorA():b2Vec2{ return m_bodyA.GetWorldPoint(m_localAnchor1); } /** @inheritDoc */ public override function GetAnchorB():b2Vec2{ return m_bodyB.GetWorldPoint(m_localAnchor2); } /** @inheritDoc */ public override function GetReactionForce(inv_dt:number):b2Vec2 { //b2Vec2 F = (m_inv_dt * m_impulse) * m_u; //return F; return new b2Vec2(inv_dt * m_impulse * m_u.x, inv_dt * m_impulse * m_u.y); } /** @inheritDoc */ public override function GetReactionTorque(inv_dt:number):number { //B2_NOT_USED(inv_dt); return 0.0; } /// Set the natural length public function GetLength():number { return m_length; } /// Get the natural length public function SetLength(length:number):void { m_length = length; } /// Get the frequency in Hz public function GetFrequency():number { return m_frequencyHz; } /// Set the frequency in Hz public function SetFrequency(hz:number):void { m_frequencyHz = hz; } /// Get damping ratio public function GetDampingRatio():number { return m_dampingRatio; } /// Set damping ratio public function SetDampingRatio(ratio:number):void { m_dampingRatio = ratio; } //--------------- Internals Below ------------------- /** @private */ public function b2DistanceJoint(def:b2DistanceJointDef){ super(def); var tMat:b2Mat22; var tX:number; var tY:number; m_localAnchor1.SetV(def.localAnchorA); m_localAnchor2.SetV(def.localAnchorB); m_length = def.length; m_frequencyHz = def.frequencyHz; m_dampingRatio = def.dampingRatio; m_impulse = 0.0; m_gamma = 0.0; m_bias = 0.0; } public override function InitVelocityConstraints(step:b2TimeStep) : void{ var tMat:b2Mat22; var tX:number; var bA:b2Body = m_bodyA; var bB:b2Body = m_bodyB; // Compute the effective mass matrix. //b2Vec2 r1 = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter()); tMat = bA.m_xf.R; var r1X:number = m_localAnchor1.x - bA.m_sweep.localCenter.x; var r1Y:number = m_localAnchor1.y - bA.m_sweep.localCenter.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter()); tMat = bB.m_xf.R; var r2X:number = m_localAnchor2.x - bB.m_sweep.localCenter.x; var r2Y:number = m_localAnchor2.y - bB.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //m_u = bB->m_sweep.c + r2 - bA->m_sweep.c - r1; m_u.x = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X; m_u.y = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y; // Handle singularity. //float32 length = m_u.Length(); var length:number = Math.sqrt(m_u.x*m_u.x + m_u.y*m_u.y); if (length > b2Settings.b2_linearSlop) { //m_u *= 1.0 / length; m_u.Multiply( 1.0 / length ); } else { m_u.SetZero(); } //float32 cr1u = b2Cross(r1, m_u); var cr1u:number = (r1X * m_u.y - r1Y * m_u.x); //float32 cr2u = b2Cross(r2, m_u); var cr2u:number = (r2X * m_u.y - r2Y * m_u.x); //m_mass = bA->m_invMass + bA->m_invI * cr1u * cr1u + bB->m_invMass + bB->m_invI * cr2u * cr2u; var invMass:number = bA.m_invMass + bA.m_invI * cr1u * cr1u + bB.m_invMass + bB.m_invI * cr2u * cr2u; m_mass = invMass != 0.0 ? 1.0 / invMass : 0.0; if (m_frequencyHz > 0.0) { var C:number = length - m_length; // Frequency var omega:number = 2.0 * Math.PI * m_frequencyHz; // Damping coefficient var d:number = 2.0 * m_mass * m_dampingRatio * omega; // Spring stiffness var k:number = m_mass * omega * omega; // magic formulas m_gamma = step.dt * (d + step.dt * k); m_gamma = m_gamma != 0.0?1 / m_gamma:0.0; m_bias = C * step.dt * k * m_gamma; m_mass = invMass + m_gamma; m_mass = m_mass != 0.0 ? 1.0 / m_mass : 0.0; } if (step.warmStarting) { // Scale the impulse to support a variable time step m_impulse *= step.dtRatio; //b2Vec2 P = m_impulse * m_u; var PX:number = m_impulse * m_u.x; var PY:number = m_impulse * m_u.y; //bA->m_linearVelocity -= bA->m_invMass * P; bA.m_linearVelocity.x -= bA.m_invMass * PX; bA.m_linearVelocity.y -= bA.m_invMass * PY; //bA->m_angularVelocity -= bA->m_invI * b2Cross(r1, P); bA.m_angularVelocity -= bA.m_invI * (r1X * PY - r1Y * PX); //bB->m_linearVelocity += bB->m_invMass * P; bB.m_linearVelocity.x += bB.m_invMass * PX; bB.m_linearVelocity.y += bB.m_invMass * PY; //bB->m_angularVelocity += bB->m_invI * b2Cross(r2, P); bB.m_angularVelocity += bB.m_invI * (r2X * PY - r2Y * PX); } else { m_impulse = 0.0; } } public override function SolveVelocityConstraints(step:b2TimeStep): void{ var tMat:b2Mat22; var bA:b2Body = m_bodyA; var bB:b2Body = m_bodyB; //b2Vec2 r1 = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter()); tMat = bA.m_xf.R; var r1X:number = m_localAnchor1.x - bA.m_sweep.localCenter.x; var r1Y:number = m_localAnchor1.y - bA.m_sweep.localCenter.y; var tX:number = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter()); tMat = bB.m_xf.R; var r2X:number = m_localAnchor2.x - bB.m_sweep.localCenter.x; var r2Y:number = m_localAnchor2.y - bB.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; // Cdot = dot(u, v + cross(w, r)) //b2Vec2 v1 = bA->m_linearVelocity + b2Cross(bA->m_angularVelocity, r1); var v1X:number = bA.m_linearVelocity.x + (-bA.m_angularVelocity * r1Y); var v1Y:number = bA.m_linearVelocity.y + (bA.m_angularVelocity * r1X); //b2Vec2 v2 = bB->m_linearVelocity + b2Cross(bB->m_angularVelocity, r2); var v2X:number = bB.m_linearVelocity.x + (-bB.m_angularVelocity * r2Y); var v2Y:number = bB.m_linearVelocity.y + (bB.m_angularVelocity * r2X); //float32 Cdot = b2Dot(m_u, v2 - v1); var Cdot:number = (m_u.x * (v2X - v1X) + m_u.y * (v2Y - v1Y)); var impulse:number = -m_mass * (Cdot + m_bias + m_gamma * m_impulse); m_impulse += impulse; //b2Vec2 P = impulse * m_u; var PX:number = impulse * m_u.x; var PY:number = impulse * m_u.y; //bA->m_linearVelocity -= bA->m_invMass * P; bA.m_linearVelocity.x -= bA.m_invMass * PX; bA.m_linearVelocity.y -= bA.m_invMass * PY; //bA->m_angularVelocity -= bA->m_invI * b2Cross(r1, P); bA.m_angularVelocity -= bA.m_invI * (r1X * PY - r1Y * PX); //bB->m_linearVelocity += bB->m_invMass * P; bB.m_linearVelocity.x += bB.m_invMass * PX; bB.m_linearVelocity.y += bB.m_invMass * PY; //bB->m_angularVelocity += bB->m_invI * b2Cross(r2, P); bB.m_angularVelocity += bB.m_invI * (r2X * PY - r2Y * PX); } public override function SolvePositionConstraints(baumgarte:number):Boolean { //B2_NOT_USED(baumgarte); var tMat:b2Mat22; if (m_frequencyHz > 0.0) { // There is no position correction for soft distance constraints return true; } var bA:b2Body = m_bodyA; var bB:b2Body = m_bodyB; //b2Vec2 r1 = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter()); tMat = bA.m_xf.R; var r1X:number = m_localAnchor1.x - bA.m_sweep.localCenter.x; var r1Y:number = m_localAnchor1.y - bA.m_sweep.localCenter.y; var tX:number = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //b2Vec2 r2 = b2Mul(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter()); tMat = bB.m_xf.R; var r2X:number = m_localAnchor2.x - bB.m_sweep.localCenter.x; var r2Y:number = m_localAnchor2.y - bB.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //b2Vec2 d = bB->m_sweep.c + r2 - bA->m_sweep.c - r1; var dX:number = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X; var dY:number = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y; //float32 length = d.Normalize(); var length:number = Math.sqrt(dX*dX + dY*dY); dX /= length; dY /= length; //float32 C = length - m_length; var C:number = length - m_length; C = b2Math.Clamp(C, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection); var impulse:number = -m_mass * C; //m_u = d; m_u.Set(dX, dY); //b2Vec2 P = impulse * m_u; var PX:number = impulse * m_u.x; var PY:number = impulse * m_u.y; //bA->m_sweep.c -= bA->m_invMass * P; bA.m_sweep.c.x -= bA.m_invMass * PX; bA.m_sweep.c.y -= bA.m_invMass * PY; //bA->m_sweep.a -= bA->m_invI * b2Cross(r1, P); bA.m_sweep.a -= bA.m_invI * (r1X * PY - r1Y * PX); //bB->m_sweep.c += bB->m_invMass * P; bB.m_sweep.c.x += bB.m_invMass * PX; bB.m_sweep.c.y += bB.m_invMass * PY; //bB->m_sweep.a -= bB->m_invI * b2Cross(r2, P); bB.m_sweep.a += bB.m_invI * (r2X * PY - r2Y * PX); bA.SynchronizeTransform(); bB.SynchronizeTransform(); return b2Math.Abs(C) < b2Settings.b2_linearSlop; } private var m_localAnchor1:b2Vec2 = new b2Vec2(); private var m_localAnchor2:b2Vec2 = new b2Vec2(); private var m_u:b2Vec2 = new b2Vec2(); private var m_frequencyHz:number; private var m_dampingRatio:number; private var m_gamma:number; private var m_bias:number; private var m_impulse:number; private var m_mass:number; // effective mass for the constraint. private var m_length:number; }; }