/* * 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.*; /// A gear joint is used to connect two joints together. Either joint /// can be a revolute or prismatic joint. You specify a gear ratio /// to bind the motions together: /// coordinate1 + ratio * coordinate2 = constant /// The ratio can be negative or positive. If one joint is a revolute joint /// and the other joint is a prismatic joint, then the ratio will have units /// of length or units of 1/length. /// @warning The revolute and prismatic joints must be attached to /// fixed bodies (which must be body1 on those joints). public class b2GearJoint extends b2Joint { public override function GetAnchor1():b2Vec2{ //return m_body1->GetWorldPoint(m_localAnchor1); return m_body1.GetWorldPoint(m_localAnchor1); } public override function GetAnchor2():b2Vec2{ //return m_body2->GetWorldPoint(m_localAnchor2); return m_body2.GetWorldPoint(m_localAnchor2); } public override function GetReactionForce():b2Vec2{ // TODO_ERIN not tested var F:b2Vec2 = new b2Vec2(m_force * m_J.linear2.x, m_force * m_J.linear2.y); return F; } public override function GetReactionTorque():Number{ // TODO_ERIN not tested //b2Vec2 r = b2Mul(m_body2->m_xf.R, m_localAnchor2 - m_body2->GetLocalCenter()); var tMat:b2Mat22 = m_body2.m_xf.R; var rX:Number = m_localAnchor1.x - m_body2.m_sweep.localCenter.x; var rY:Number = m_localAnchor1.y - m_body2.m_sweep.localCenter.y; var tX:Number = tMat.col1.x * rX + tMat.col2.x * rY; rY = tMat.col1.y * rX + tMat.col2.y * rY; rX = tX; //b2Vec2 F = m_force * m_J.linear2; //float32 T = m_force * m_J.angular2 - b2Cross(r, F); tX = m_force * m_J.angular2 - (rX * (m_force * m_J.linear2.y) - rY * (m_force * m_J.linear2.x)); return tX; } public function GetRatio():Number{ return m_ratio; } //--------------- Internals Below ------------------- public function b2GearJoint(def:b2GearJointDef){ // parent constructor super(def); var type1:int = def.joint1.m_type; var type2:int = def.joint2.m_type; //b2Settings.b2Assert(type1 == b2Joint.e_revoluteJoint || type1 == b2Joint.e_prismaticJoint); //b2Settings.b2Assert(type2 == b2Joint.e_revoluteJoint || type2 == b2Joint.e_prismaticJoint); //b2Settings.b2Assert(def.joint1.m_body1.IsStatic()); //b2Settings.b2Assert(def.joint2.m_body1.IsStatic()); m_revolute1 = null; m_prismatic1 = null; m_revolute2 = null; m_prismatic2 = null; var coordinate1:Number; var coordinate2:Number; m_ground1 = def.joint1.m_body1; m_body1 = def.joint1.m_body2; if (type1 == b2Joint.e_revoluteJoint) { m_revolute1 = def.joint1 as b2RevoluteJoint; m_groundAnchor1.SetV( m_revolute1.m_localAnchor1 ); m_localAnchor1.SetV( m_revolute1.m_localAnchor2 ); coordinate1 = m_revolute1.GetJointAngle(); } else { m_prismatic1 = def.joint1 as b2PrismaticJoint; m_groundAnchor1.SetV( m_prismatic1.m_localAnchor1 ); m_localAnchor1.SetV( m_prismatic1.m_localAnchor2 ); coordinate1 = m_prismatic1.GetJointTranslation(); } m_ground2 = def.joint2.m_body1; m_body2 = def.joint2.m_body2; if (type2 == b2Joint.e_revoluteJoint) { m_revolute2 = def.joint2 as b2RevoluteJoint; m_groundAnchor2.SetV( m_revolute2.m_localAnchor1 ); m_localAnchor2.SetV( m_revolute2.m_localAnchor2 ); coordinate2 = m_revolute2.GetJointAngle(); } else { m_prismatic2 = def.joint2 as b2PrismaticJoint; m_groundAnchor2.SetV( m_prismatic2.m_localAnchor1 ); m_localAnchor2.SetV( m_prismatic2.m_localAnchor2 ); coordinate2 = m_prismatic2.GetJointTranslation(); } m_ratio = def.ratio; m_constant = coordinate1 + m_ratio * coordinate2; m_force = 0.0; } public override function InitVelocityConstraints(step:b2TimeStep) : void{ var g1:b2Body = m_ground1; var g2:b2Body = m_ground2; var b1:b2Body = m_body1; var b2:b2Body = m_body2; // temp vars var ugX:Number; var ugY:Number; var rX:Number; var rY:Number; var tMat:b2Mat22; var tVec:b2Vec2; var crug:Number; var tX:Number; var K:Number = 0.0; m_J.SetZero(); if (m_revolute1) { m_J.angular1 = -1.0; K += b1.m_invI; } else { //b2Vec2 ug = b2MulMV(g1->m_xf.R, m_prismatic1->m_localXAxis1); tMat = g1.m_xf.R; tVec = m_prismatic1.m_localXAxis1; ugX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; ugY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; //b2Vec2 r = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; rX = m_localAnchor1.x - b1.m_sweep.localCenter.x; rY = m_localAnchor1.y - b1.m_sweep.localCenter.y; tX = tMat.col1.x * rX + tMat.col2.x * rY; rY = tMat.col1.y * rX + tMat.col2.y * rY; rX = tX; //var crug:Number = b2Cross(r, ug); crug = rX * ugY - rY * ugX; //m_J.linear1 = -ug; m_J.linear1.Set(-ugX, -ugY); m_J.angular1 = -crug; K += b1.m_invMass + b1.m_invI * crug * crug; } if (m_revolute2) { m_J.angular2 = -m_ratio; K += m_ratio * m_ratio * b2.m_invI; } else { //b2Vec2 ug = b2Mul(g2->m_xf.R, m_prismatic2->m_localXAxis1); tMat = g2.m_xf.R; tVec = m_prismatic2.m_localXAxis1; ugX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; ugY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; //b2Vec2 r = b2Mul(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; rX = m_localAnchor2.x - b2.m_sweep.localCenter.x; rY = m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = tMat.col1.x * rX + tMat.col2.x * rY; rY = tMat.col1.y * rX + tMat.col2.y * rY; rX = tX; //float32 crug = b2Cross(r, ug); crug = rX * ugY - rY * ugX; //m_J.linear2 = -m_ratio * ug; m_J.linear2.Set(-m_ratio*ugX, -m_ratio*ugY); m_J.angular2 = -m_ratio * crug; K += m_ratio * m_ratio * (b2.m_invMass + b2.m_invI * crug * crug); } // Compute effective mass. //b2Settings.b2Assert(K > 0.0); m_mass = 1.0 / K; if (step.warmStarting) { // Warm starting. var P:Number = step.dt * m_force; //b1.m_linearVelocity += b1.m_invMass * P * m_J.linear1; b1.m_linearVelocity.x += b1.m_invMass * P * m_J.linear1.x; b1.m_linearVelocity.y += b1.m_invMass * P * m_J.linear1.y; b1.m_angularVelocity += b1.m_invI * P * m_J.angular1; //b2.m_linearVelocity += b2.m_invMass * P * m_J.linear2; b2.m_linearVelocity.x += b2.m_invMass * P * m_J.linear2.x; b2.m_linearVelocity.y += b2.m_invMass * P * m_J.linear2.y; b2.m_angularVelocity += b2.m_invI * P * m_J.angular2; } else { m_force = 0.0; } } public override function SolveVelocityConstraints(step:b2TimeStep): void{ var b1:b2Body = m_body1; var b2:b2Body = m_body2; var Cdot:Number = m_J.Compute( b1.m_linearVelocity, b1.m_angularVelocity, b2.m_linearVelocity, b2.m_angularVelocity); var force:Number = -step.inv_dt * m_mass * Cdot; m_force += force; var P:Number = step.dt * force; b1.m_linearVelocity.x += b1.m_invMass * P * m_J.linear1.x; b1.m_linearVelocity.y += b1.m_invMass * P * m_J.linear1.y; b1.m_angularVelocity += b1.m_invI * P * m_J.angular1; b2.m_linearVelocity.x += b2.m_invMass * P * m_J.linear2.x; b2.m_linearVelocity.y += b2.m_invMass * P * m_J.linear2.y; b2.m_angularVelocity += b2.m_invI * P * m_J.angular2; } public override function SolvePositionConstraints():Boolean{ var linearError:Number = 0.0; var b1:b2Body = m_body1; var b2:b2Body = m_body2; var coordinate1:Number; var coordinate2:Number; if (m_revolute1) { coordinate1 = m_revolute1.GetJointAngle(); } else { coordinate1 = m_prismatic1.GetJointTranslation(); } if (m_revolute2) { coordinate2 = m_revolute2.GetJointAngle(); } else { coordinate2 = m_prismatic2.GetJointTranslation(); } var C:Number = m_constant - (coordinate1 + m_ratio * coordinate2); var impulse:Number = -m_mass * C; b1.m_sweep.c.x += b1.m_invMass * impulse * m_J.linear1.x; b1.m_sweep.c.y += b1.m_invMass * impulse * m_J.linear1.y; b1.m_sweep.a += b1.m_invI * impulse * m_J.angular1; b2.m_sweep.c.x += b2.m_invMass * impulse * m_J.linear2.x; b2.m_sweep.c.y += b2.m_invMass * impulse * m_J.linear2.y; b2.m_sweep.a += b2.m_invI * impulse * m_J.angular2; b1.SynchronizeTransform(); b2.SynchronizeTransform(); return linearError < b2Settings.b2_linearSlop; } public var m_ground1:b2Body; public var m_ground2:b2Body; // One of these is NULL. public var m_revolute1:b2RevoluteJoint; public var m_prismatic1:b2PrismaticJoint; // One of these is NULL. public var m_revolute2:b2RevoluteJoint; public var m_prismatic2:b2PrismaticJoint; public var m_groundAnchor1:b2Vec2 = new b2Vec2(); public var m_groundAnchor2:b2Vec2 = new b2Vec2(); public var m_localAnchor1:b2Vec2 = new b2Vec2(); public var m_localAnchor2:b2Vec2 = new b2Vec2(); public var m_J:b2Jacobian = new b2Jacobian(); public var m_constant:Number; public var m_ratio:Number; // Effective mass public var m_mass:Number; // Impulse for accumulation/warm starting. public var m_force:Number; }; }