/* * 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.*; // 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) /// A mouse joint is used to make a point on a body track a /// specified world point. This a soft constraint with a maximum /// force. This allows the constraint to stretch and without /// applying huge forces. public class b2MouseJoint extends b2Joint { /// Implements b2Joint. public override function GetAnchor1():b2Vec2{ return m_target; } /// Implements b2Joint. public override function GetAnchor2():b2Vec2{ return m_body2.GetWorldPoint(m_localAnchor); } /// Implements b2Joint. public override function GetReactionForce():b2Vec2 { return m_impulse; } /// Implements b2Joint. public override function GetReactionTorque():Number { return 0.0; } /// Use this to update the target point. public function SetTarget(target:b2Vec2) : void{ if (m_body2.IsSleeping()){ m_body2.WakeUp(); } m_target = target; } //--------------- Internals Below ------------------- public function b2MouseJoint(def:b2MouseJointDef){ super(def); m_target.SetV(def.target); //m_localAnchor = b2MulT(m_body2.m_xf, m_target); var tX:Number = m_target.x - m_body2.m_xf.position.x; var tY:Number = m_target.y - m_body2.m_xf.position.y; var tMat:b2Mat22 = m_body2.m_xf.R; m_localAnchor.x = (tX * tMat.col1.x + tY * tMat.col1.y); m_localAnchor.y = (tX * tMat.col2.x + tY * tMat.col2.y); m_maxForce = def.maxForce; m_impulse.SetZero(); var mass:Number = m_body2.m_mass; // Frequency var omega:Number = 2.0 * b2Settings.b2_pi * def.frequencyHz; // Damping coefficient var d:Number = 2.0 * mass * def.dampingRatio * omega; // Spring stiffness var k:Number = (def.timeStep * mass) * (omega * omega); // magic formulas //b2Assert(d + k > B2_FLT_EPSILON); m_gamma = 1.0 / (d + k); m_beta = k / (d + k); } // Presolve vars private var K:b2Mat22 = new b2Mat22(); private var K1:b2Mat22 = new b2Mat22(); private var K2:b2Mat22 = new b2Mat22(); public override function InitVelocityConstraints(step:b2TimeStep): void{ var b:b2Body = m_body2; var tMat:b2Mat22; // Compute the effective mass matrix. //b2Vec2 r = b2Mul(b->m_xf.R, m_localAnchor - b->GetLocalCenter()); tMat = b.m_xf.R; var rX:Number = m_localAnchor.x - b.m_sweep.localCenter.x; var rY:Number = m_localAnchor.y - b.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; // 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:Number = b.m_invMass; var invI:Number = b.m_invI; //b2Mat22 K1; K1.col1.x = invMass; K1.col2.x = 0.0; K1.col1.y = 0.0; K1.col2.y = invMass; //b2Mat22 K2; K2.col1.x = invI * rY * rY; K2.col2.x = -invI * rX * rY; K2.col1.y = -invI * rX * rY; K2.col2.y = invI * rX * rX; //b2Mat22 K = K1 + K2; K.SetM(K1); K.AddM(K2); K.col1.x += m_gamma; K.col2.y += m_gamma; //m_ptpMass = K.Invert(); K.Invert(m_mass); //m_C = b.m_position + r - m_target; m_C.x = b.m_sweep.c.x + rX - m_target.x; m_C.y = b.m_sweep.c.y + rY - m_target.y; // Cheat with some damping b.m_angularVelocity *= 0.98; // Warm starting. //b2Vec2 P = m_impulse; var PX:Number = step.dt * m_impulse.x; var PY:Number = step.dt * 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); } public override function SolveVelocityConstraints(step:b2TimeStep) : void{ var b:b2Body = m_body2; var tMat:b2Mat22; var tX:Number; var tY:Number; // Compute the effective mass matrix. //b2Vec2 r = b2Mul(b->m_xf.R, m_localAnchor - b->GetLocalCenter()); tMat = b.m_xf.R; var rX:Number = m_localAnchor.x - b.m_sweep.localCenter.x; var rY:Number = m_localAnchor.y - b.m_sweep.localCenter.y; tX = (tMat.col1.x * rX + tMat.col2.x * rY); rY = (tMat.col1.y * rX + tMat.col2.y * rY); rX = tX; // Cdot = v + cross(w, r) //b2Vec2 Cdot = b->m_linearVelocity + b2Cross(b->m_angularVelocity, r); var CdotX:Number = b.m_linearVelocity.x + (-b.m_angularVelocity * rY); var CdotY:Number = b.m_linearVelocity.y + (b.m_angularVelocity * rX); //b2Vec2 force = -step.inv_dt * b2Mul(m_mass, Cdot + (m_beta * step.inv_dt) * m_C + m_gamma * step.dt * m_force); tMat = m_mass; tX = CdotX + (m_beta * step.inv_dt) * m_C.x + m_gamma * step.dt * m_impulse.x; tY = CdotY + (m_beta * step.inv_dt) * m_C.y + m_gamma * step.dt * m_impulse.y; var forceX:Number = -step.inv_dt * (tMat.col1.x * tX + tMat.col2.x * tY); var forceY:Number = -step.inv_dt * (tMat.col1.y * tX + tMat.col2.y * tY); var oldForceX:Number = m_impulse.x; var oldForceY:Number = m_impulse.y; //m_force += force; m_impulse.x += forceX; m_impulse.y += forceY; var forceMagnitude:Number = m_impulse.Length(); if (forceMagnitude > m_maxForce) { //m_impulse *= m_maxForce / forceMagnitude; m_impulse.Multiply(m_maxForce / forceMagnitude); } //force = m_impulse - oldForce; forceX = m_impulse.x - oldForceX; forceY = m_impulse.y - oldForceY; //b2Vec2 P = step.dt * force; var PX:Number = step.dt * forceX; var PY:Number = step.dt * forceY; //b->m_linearVelocity += b->m_invMass * P; b.m_linearVelocity.x += b.m_invMass * PX; b.m_linearVelocity.y += b.m_invMass * PY; //b->m_angularVelocity += b->m_invI * b2Cross(r, P); b.m_angularVelocity += b.m_invI * (rX * PY - rY * PX); } public override function SolvePositionConstraints():Boolean { return true; } public var m_localAnchor:b2Vec2 = new b2Vec2(); public var m_target:b2Vec2 = new b2Vec2(); public var m_impulse:b2Vec2 = new b2Vec2(); public var m_mass:b2Mat22 = new b2Mat22(); // effective mass for point-to-point constraint. public var m_C:b2Vec2 = new b2Vec2(); // position error public var m_maxForce:Number; public var m_beta:Number; // bias factor public var m_gamma:Number; // softness }; }