/* * 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; // Point-to-point constraint // Cdot = v2 - v1 // = v2 + cross(w2, r2) - v1 - cross(w1, r1) // J = [-I -r1_skew I r2_skew ] // Identity used: // w k % (rx i + ry j) = w * (-ry i + rx j) // Angle constraint // Cdot = w2 - w1 // J = [0 0 -1 0 0 1] // K = invI1 + invI2 /** * Friction joint. This is used for top-down friction. * It provides 2D translational friction and angular friction. * @see b2FrictionJointDef */ public class b2FrictionJoint extends b2Joint { /** @inheritDoc */ public override function GetAnchorA():b2Vec2{ return m_bodyA.GetWorldPoint(m_localAnchorA); } /** @inheritDoc */ public override function GetAnchorB():b2Vec2{ return m_bodyB.GetWorldPoint(m_localAnchorB); } /** @inheritDoc */ public override function GetReactionForce(inv_dt:number):b2Vec2 { return new b2Vec2(inv_dt * m_linearImpulse.x, inv_dt * m_linearImpulse.y); } /** @inheritDoc */ public override function GetReactionTorque(inv_dt:number):number { //B2_NOT_USED(inv_dt); return inv_dt * m_angularImpulse; } public function SetMaxForce(force:number):void { m_maxForce = force; } public function GetMaxForce():number { return m_maxForce; } public function SetMaxTorque(torque:number):void { m_maxTorque = torque; } public function GetMaxTorque():number { return m_maxTorque; } //--------------- Internals Below ------------------- /** @private */ public function b2FrictionJoint(def:b2FrictionJointDef){ super(def); m_localAnchorA.SetV(def.localAnchorA); m_localAnchorB.SetV(def.localAnchorB); m_linearMass.SetZero(); m_angularMass = 0.0; m_linearImpulse.SetZero(); m_angularImpulse = 0.0; m_maxForce = def.maxForce; m_maxTorque = def.maxTorque; } 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 rA = b2Mul(bA->m_xf.R, m_localAnchorA - bA->GetLocalCenter()); tMat = bA.m_xf.R; var rAX:number = m_localAnchorA.x - bA.m_sweep.localCenter.x; var rAY:number = m_localAnchorA.y - bA.m_sweep.localCenter.y; tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); rAX = tX; //b2Vec2 rB = b2Mul(bB->m_xf.R, m_localAnchorB - bB->GetLocalCenter()); tMat = bB.m_xf.R; var rBX:number = m_localAnchorB.x - bB.m_sweep.localCenter.x; var rBY:number = m_localAnchorB.y - bB.m_sweep.localCenter.y; tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); rBX = tX; // J = [-I -r1_skew I r2_skew] // [ 0 -1 0 1] // r_skew = [-ry; rx] // Matlab // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB] // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB] // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB] var mA:number = bA.m_invMass var mB:number = bB.m_invMass; var iA:number = bA.m_invI var iB:number = bB.m_invI; var K:b2Mat22 = new b2Mat22(); K.col1.x = mA + mB; K.col2.x = 0.0; K.col1.y = 0.0; K.col2.y = mA + mB; K.col1.x+= iA * rAY * rAY; K.col2.x+= -iA * rAX * rAY; K.col1.y+= -iA * rAX * rAY; K.col2.y+= iA * rAX * rAX; K.col1.x+= iB * rBY * rBY; K.col2.x+= -iB * rBX * rBY; K.col1.y+= -iB * rBX * rBY; K.col2.y+= iB * rBX * rBX; K.GetInverse(m_linearMass); m_angularMass = iA + iB; if (m_angularMass > 0.0) { m_angularMass = 1.0 / m_angularMass; } if (step.warmStarting) { // Scale impulses to support a variable time step. m_linearImpulse.x *= step.dtRatio; m_linearImpulse.y *= step.dtRatio; m_angularImpulse *= step.dtRatio; var P:b2Vec2 = m_linearImpulse; bA.m_linearVelocity.x -= mA * P.x; bA.m_linearVelocity.y -= mA * P.y; bA.m_angularVelocity -= iA * (rAX * P.y - rAY * P.x + m_angularImpulse); bB.m_linearVelocity.x += mB * P.x; bB.m_linearVelocity.y += mB * P.y; bB.m_angularVelocity += iB * (rBX * P.y - rBY * P.x + m_angularImpulse); } else { m_linearImpulse.SetZero(); m_angularImpulse = 0.0; } } public override function SolveVelocityConstraints(step:b2TimeStep): void{ //B2_NOT_USED(step); var tMat:b2Mat22; var tX:number; var bA:b2Body = m_bodyA; var bB:b2Body= m_bodyB; var vA:b2Vec2 = bA.m_linearVelocity; var wA:number = bA.m_angularVelocity; var vB:b2Vec2 = bB.m_linearVelocity; var wB:number = bB.m_angularVelocity; var mA:number = bA.m_invMass var mB:number = bB.m_invMass; var iA:number = bA.m_invI var iB:number = bB.m_invI; //b2Vec2 rA = b2Mul(bA->m_xf.R, m_localAnchorA - bA->GetLocalCenter()); tMat = bA.m_xf.R; var rAX:number = m_localAnchorA.x - bA.m_sweep.localCenter.x; var rAY:number = m_localAnchorA.y - bA.m_sweep.localCenter.y; tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); rAX = tX; //b2Vec2 rB = b2Mul(bB->m_xf.R, m_localAnchorB - bB->GetLocalCenter()); tMat = bB.m_xf.R; var rBX:number = m_localAnchorB.x - bB.m_sweep.localCenter.x; var rBY:number = m_localAnchorB.y - bB.m_sweep.localCenter.y; tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); rBX = tX; var maxImpulse:number; // Solve angular friction { var Cdot:number = wB - wA; var impulse:number = -m_angularMass * Cdot; var oldImpulse:number = m_angularImpulse; maxImpulse = step.dt * m_maxTorque; m_angularImpulse = b2Math.Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse); impulse = m_angularImpulse - oldImpulse; wA -= iA * impulse; wB += iB * impulse; } // Solve linear friction { //b2Vec2 Cdot = vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA); var CdotX:number = vB.x - wB * rBY - vA.x + wA * rAY; var CdotY:number = vB.y + wB * rBX - vA.y - wA * rAX; var impulseV:b2Vec2 = b2Math.MulMV(m_linearMass, new b2Vec2(-CdotX, -CdotY)); var oldImpulseV:b2Vec2 = m_linearImpulse.Copy(); m_linearImpulse.Add(impulseV); maxImpulse = step.dt * m_maxForce; if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse) { m_linearImpulse.Normalize(); m_linearImpulse.Multiply(maxImpulse); } impulseV = b2Math.SubtractVV(m_linearImpulse, oldImpulseV); vA.x -= mA * impulseV.x; vA.y -= mA * impulseV.y; wA -= iA * (rAX * impulseV.y - rAY * impulseV.x); vB.x += mB * impulseV.x; vB.y += mB * impulseV.y; wB += iB * (rBX * impulseV.y - rBY * impulseV.x); } // References has made some sets unnecessary //bA->m_linearVelocity = vA; bA.m_angularVelocity = wA; //bB->m_linearVelocity = vB; bB.m_angularVelocity = wB; } public override function SolvePositionConstraints(baumgarte:number):Boolean { //B2_NOT_USED(baumgarte); return true; } private var m_localAnchorA:b2Vec2 = new b2Vec2(); private var m_localAnchorB:b2Vec2 = new b2Vec2(); public var m_linearMass:b2Mat22 = new b2Mat22(); public var m_angularMass:number; private var m_linearImpulse:b2Vec2 = new b2Vec2(); private var m_angularImpulse:number; private var m_maxForce:number; private var m_maxTorque:number; }; }