/* * 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.*; // 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. public class b2DistanceJoint extends b2Joint { //--------------- Internals Below ------------------- public function b2DistanceJoint(def:b2DistanceJointDef){ super(def); var tMat:b2Mat22; var tX:Number; var tY:Number; //m_localAnchor1 = def->localAnchor1; m_localAnchor1.SetV(def.localAnchor1); //m_localAnchor2 = def->localAnchor2; m_localAnchor2.SetV(def.localAnchor2); m_length = def.length; m_frequencyHz = def.frequencyHz; m_dampingRatio = def.dampingRatio; m_impulse = 0.0; m_gamma = 0.0; m_bias = 0.0; m_inv_dt = 0.0; } public override function InitVelocityConstraints(step:b2TimeStep) : void{ var tMat:b2Mat22; var tX:Number; m_inv_dt = step.inv_dt; var b1:b2Body = m_body1; var b2:b2Body = m_body2; // Compute the effective mass matrix. //b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; var r1X:Number = m_localAnchor1.x - b1.m_sweep.localCenter.x; var r1Y:Number = m_localAnchor1.y - b1.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(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; var r2X:Number = m_localAnchor2.x - b2.m_sweep.localCenter.x; var r2Y:Number = m_localAnchor2.y - b2.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 = b2->m_sweep.c + r2 - b1->m_sweep.c - r1; m_u.x = b2.m_sweep.c.x + r2X - b1.m_sweep.c.x - r1X; m_u.y = b2.m_sweep.c.y + r2Y - b1.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 = b1->m_invMass + b1->m_invI * cr1u * cr1u + b2->m_invMass + b2->m_invI * cr2u * cr2u; var invMass:Number = b1.m_invMass + b1.m_invI * cr1u * cr1u + b2.m_invMass + b2.m_invI * cr2u * cr2u; //b2Settings.b2Assert(invMass > Number.MIN_VALUE); m_mass = 1.0 / invMass; 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 = 1.0 / (step.dt * (d + step.dt * k)); m_bias = C * step.dt * k * m_gamma; m_mass = 1.0 / (invMass + m_gamma); } if (step.warmStarting) { 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; //b1->m_linearVelocity -= b1->m_invMass * P; b1.m_linearVelocity.x -= b1.m_invMass * PX; b1.m_linearVelocity.y -= b1.m_invMass * PY; //b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, P); b1.m_angularVelocity -= b1.m_invI * (r1X * PY - r1Y * PX); //b2->m_linearVelocity += b2->m_invMass * P; b2.m_linearVelocity.x += b2.m_invMass * PX; b2.m_linearVelocity.y += b2.m_invMass * PY; //b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P); b2.m_angularVelocity += b2.m_invI * (r2X * PY - r2Y * PX); } else { m_impulse = 0.0; } } public override function SolveVelocityConstraints(step:b2TimeStep): void{ var tMat:b2Mat22; var b1:b2Body = m_body1; var b2:b2Body = m_body2; //b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; var r1X:Number = m_localAnchor1.x - b1.m_sweep.localCenter.x; var r1Y:Number = m_localAnchor1.y - b1.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(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; var r2X:Number = m_localAnchor2.x - b2.m_sweep.localCenter.x; var r2Y:Number = m_localAnchor2.y - b2.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 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1); var v1X:Number = b1.m_linearVelocity.x + (-b1.m_angularVelocity * r1Y); var v1Y:Number = b1.m_linearVelocity.y + (b1.m_angularVelocity * r1X); //b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2); var v2X:Number = b2.m_linearVelocity.x + (-b2.m_angularVelocity * r2Y); var v2Y:Number = b2.m_linearVelocity.y + (b2.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; //b1->m_linearVelocity -= b1->m_invMass * P; b1.m_linearVelocity.x -= b1.m_invMass * PX; b1.m_linearVelocity.y -= b1.m_invMass * PY; //b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, P); b1.m_angularVelocity -= b1.m_invI * (r1X * PY - r1Y * PX); //b2->m_linearVelocity += b2->m_invMass * P; b2.m_linearVelocity.x += b2.m_invMass * PX; b2.m_linearVelocity.y += b2.m_invMass * PY; //b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P); b2.m_angularVelocity += b2.m_invI * (r2X * PY - r2Y * PX); } public override function SolvePositionConstraints():Boolean{ var tMat:b2Mat22; if (m_frequencyHz > 0.0) { return true; } var b1:b2Body = m_body1; var b2:b2Body = m_body2; //b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; var r1X:Number = m_localAnchor1.x - b1.m_sweep.localCenter.x; var r1Y:Number = m_localAnchor1.y - b1.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(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; var r2X:Number = m_localAnchor2.x - b2.m_sweep.localCenter.x; var r2Y:Number = m_localAnchor2.y - b2.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 = b2->m_sweep.c + r2 - b1->m_sweep.c - r1; var dX:Number = b2.m_sweep.c.x + r2X - b1.m_sweep.c.x - r1X; var dY:Number = b2.m_sweep.c.y + r2Y - b1.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.b2Clamp(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; //b1->m_sweep.c -= b1->m_invMass * P; b1.m_sweep.c.x -= b1.m_invMass * PX; b1.m_sweep.c.y -= b1.m_invMass * PY; //b1->m_sweep.a -= b1->m_invI * b2Cross(r1, P); b1.m_sweep.a -= b1.m_invI * (r1X * PY - r1Y * PX); //b2->m_sweep.c += b2->m_invMass * P; b2.m_sweep.c.x += b2.m_invMass * PX; b2.m_sweep.c.y += b2.m_invMass * PY; //b2->m_sweep.a -= b2->m_invI * b2Cross(r2, P); b2.m_sweep.a += b2.m_invI * (r2X * PY - r2Y * PX); b1.SynchronizeTransform(); b2.SynchronizeTransform(); return b2Math.b2Abs(C) < b2Settings.b2_linearSlop; } public override function GetAnchor1():b2Vec2{ return m_body1.GetWorldPoint(m_localAnchor1); } public override function GetAnchor2():b2Vec2{ return m_body2.GetWorldPoint(m_localAnchor2); } public override function GetReactionForce():b2Vec2 { //b2Vec2 F = (m_inv_dt * m_impulse) * m_u; var F:b2Vec2 = new b2Vec2(); F.SetV(m_u); F.Multiply(m_inv_dt * m_impulse); return F; } public override function GetReactionTorque():Number { //NOT_USED(invTimeStep); return 0.0; } public var m_localAnchor1:b2Vec2 = new b2Vec2(); public var m_localAnchor2:b2Vec2 = new b2Vec2(); public var m_u:b2Vec2 = new b2Vec2(); public var m_frequencyHz:Number; public var m_dampingRatio:Number; public var m_gamma:Number; public var m_bias:Number; public var m_impulse:Number; public var m_mass:Number; // effective mass for the constraint. public var m_length:Number; }; }