migrating to the latest JUCE version

This commit is contained in:
2022-11-04 23:11:33 +01:00
committed by Nikolai Rodionov
parent 4257a0f8ba
commit faf8f18333
2796 changed files with 888518 additions and 784244 deletions

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@ -1,260 +1,260 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2DistanceJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// 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
void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
const b2Vec2& anchor1, const b2Vec2& anchor2)
{
bodyA = b1;
bodyB = b2;
localAnchorA = bodyA->GetLocalPoint(anchor1);
localAnchorB = bodyB->GetLocalPoint(anchor2);
b2Vec2 d = anchor2 - anchor1;
length = d.Length();
}
b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_length = def->length;
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
m_impulse = 0.0f;
m_gamma = 0.0f;
m_bias = 0.0f;
}
void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
m_u = cB + m_rB - cA - m_rA;
// Handle singularity.
float32 length = m_u.Length();
if (length > b2_linearSlop)
{
m_u *= 1.0f / length;
}
else
{
m_u.Set(0.0f, 0.0f);
}
float32 crAu = b2Cross(m_rA, m_u);
float32 crBu = b2Cross(m_rB, m_u);
float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
// Compute the effective mass matrix.
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (m_frequencyHz > 0.0f)
{
float32 C = length - m_length;
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
// Damping coefficient
float32 d = 2.0f * m_mass * m_dampingRatio * omega;
// Spring stiffness
float32 k = m_mass * omega * omega;
// magic formulas
float32 h = data.step.dt;
m_gamma = h * (d + h * k);
m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
m_bias = C * h * k * m_gamma;
invMass += m_gamma;
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
}
else
{
m_gamma = 0.0f;
m_bias = 0.0f;
}
if (data.step.warmStarting)
{
// Scale the impulse to support a variable time step.
m_impulse *= data.step.dtRatio;
b2Vec2 P = m_impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Cdot = dot(u, v + cross(w, r))
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float32 Cdot = b2Dot(m_u, vpB - vpA);
float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
m_impulse += impulse;
b2Vec2 P = impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
{
if (m_frequencyHz > 0.0f)
{
// There is no position correction for soft distance constraints.
return true;
}
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 u = cB + rB - cA - rA;
float32 length = u.Normalize();
float32 C = length - m_length;
C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
float32 impulse = -m_mass * C;
b2Vec2 P = impulse * u;
cA -= m_invMassA * P;
aA -= m_invIA * b2Cross(rA, P);
cB += m_invMassB * P;
aB += m_invIB * b2Cross(rB, P);
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return b2Abs(C) < b2_linearSlop;
}
b2Vec2 b2DistanceJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2DistanceJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 F = (inv_dt * m_impulse) * m_u;
return F;
}
float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
void b2DistanceJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2DistanceJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.length = %.15lef;\n", m_length);
b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2DistanceJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// 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
void b2DistanceJointDef::Initialize(b2Body* b1, b2Body* b2,
const b2Vec2& anchor1, const b2Vec2& anchor2)
{
bodyA = b1;
bodyB = b2;
localAnchorA = bodyA->GetLocalPoint(anchor1);
localAnchorB = bodyB->GetLocalPoint(anchor2);
b2Vec2 d = anchor2 - anchor1;
length = d.Length();
}
b2DistanceJoint::b2DistanceJoint(const b2DistanceJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_length = def->length;
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
m_impulse = 0.0f;
m_gamma = 0.0f;
m_bias = 0.0f;
}
void b2DistanceJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
m_u = cB + m_rB - cA - m_rA;
// Handle singularity.
float32 length = m_u.Length();
if (length > b2_linearSlop)
{
m_u *= 1.0f / length;
}
else
{
m_u.Set(0.0f, 0.0f);
}
float32 crAu = b2Cross(m_rA, m_u);
float32 crBu = b2Cross(m_rB, m_u);
float32 invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu;
// Compute the effective mass matrix.
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (m_frequencyHz > 0.0f)
{
float32 C = length - m_length;
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
// Damping coefficient
float32 d = 2.0f * m_mass * m_dampingRatio * omega;
// Spring stiffness
float32 k = m_mass * omega * omega;
// magic formulas
float32 h = data.step.dt;
m_gamma = h * (d + h * k);
m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
m_bias = C * h * k * m_gamma;
invMass += m_gamma;
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
}
else
{
m_gamma = 0.0f;
m_bias = 0.0f;
}
if (data.step.warmStarting)
{
// Scale the impulse to support a variable time step.
m_impulse *= data.step.dtRatio;
b2Vec2 P = m_impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2DistanceJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Cdot = dot(u, v + cross(w, r))
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float32 Cdot = b2Dot(m_u, vpB - vpA);
float32 impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
m_impulse += impulse;
b2Vec2 P = impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2DistanceJoint::SolvePositionConstraints(const b2SolverData& data)
{
if (m_frequencyHz > 0.0f)
{
// There is no position correction for soft distance constraints.
return true;
}
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 u = cB + rB - cA - rA;
float32 length = u.Normalize();
float32 C = length - m_length;
C = b2Clamp(C, -b2_maxLinearCorrection, b2_maxLinearCorrection);
float32 impulse = -m_mass * C;
b2Vec2 P = impulse * u;
cA -= m_invMassA * P;
aA -= m_invIA * b2Cross(rA, P);
cB += m_invMassB * P;
aB += m_invIB * b2Cross(rB, P);
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return b2Abs(C) < b2_linearSlop;
}
b2Vec2 b2DistanceJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2DistanceJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2DistanceJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 F = (inv_dt * m_impulse) * m_u;
return F;
}
float32 b2DistanceJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
void b2DistanceJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2DistanceJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.length = %.15lef;\n", m_length);
b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_DISTANCE_JOINT_H
#define B2_DISTANCE_JOINT_H
#include "b2Joint.h"
/// Distance joint definition. This requires defining an
/// anchor point on both bodies and the non-zero length of the
/// distance joint. The definition uses local anchor points
/// so that the initial configuration can violate the constraint
/// slightly. This helps when saving and loading a game.
/// @warning Do not use a zero or short length.
struct b2DistanceJointDef : public b2JointDef
{
b2DistanceJointDef()
{
type = e_distanceJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
length = 1.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/// Initialize the bodies, anchors, and length using the world
/// anchors.
void Initialize(b2Body* bodyA, b2Body* bodyB,
const b2Vec2& anchorA, const b2Vec2& anchorB);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The natural length between the anchor points.
float32 length;
/// The mass-spring-damper frequency in Hertz. A value of 0
/// disables softness.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// 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.
class b2DistanceJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque given the inverse time step.
/// Unit is N*m. This is always zero for a distance joint.
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set/get the natural length.
/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
void SetLength(float32 length);
float32 GetLength() const;
/// Set/get frequency in Hz.
void SetFrequency(float32 hz);
float32 GetFrequency() const;
/// Set/get damping ratio.
void SetDampingRatio(float32 ratio);
float32 GetDampingRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2DistanceJoint(const b2DistanceJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_bias;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_gamma;
float32 m_impulse;
float32 m_length;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
inline void b2DistanceJoint::SetLength(float32 length)
{
m_length = length;
}
inline float32 b2DistanceJoint::GetLength() const
{
return m_length;
}
inline void b2DistanceJoint::SetFrequency(float32 hz)
{
m_frequencyHz = hz;
}
inline float32 b2DistanceJoint::GetFrequency() const
{
return m_frequencyHz;
}
inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
inline float32 b2DistanceJoint::GetDampingRatio() const
{
return m_dampingRatio;
}
#endif
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_DISTANCE_JOINT_H
#define B2_DISTANCE_JOINT_H
#include "b2Joint.h"
/// Distance joint definition. This requires defining an
/// anchor point on both bodies and the non-zero length of the
/// distance joint. The definition uses local anchor points
/// so that the initial configuration can violate the constraint
/// slightly. This helps when saving and loading a game.
/// @warning Do not use a zero or short length.
struct b2DistanceJointDef : public b2JointDef
{
b2DistanceJointDef()
{
type = e_distanceJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
length = 1.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/// Initialize the bodies, anchors, and length using the world
/// anchors.
void Initialize(b2Body* bodyA, b2Body* bodyB,
const b2Vec2& anchorA, const b2Vec2& anchorB);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The natural length between the anchor points.
float32 length;
/// The mass-spring-damper frequency in Hertz. A value of 0
/// disables softness.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// 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.
class b2DistanceJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque given the inverse time step.
/// Unit is N*m. This is always zero for a distance joint.
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set/get the natural length.
/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
void SetLength(float32 length);
float32 GetLength() const;
/// Set/get frequency in Hz.
void SetFrequency(float32 hz);
float32 GetFrequency() const;
/// Set/get damping ratio.
void SetDampingRatio(float32 ratio);
float32 GetDampingRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2DistanceJoint(const b2DistanceJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_bias;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_gamma;
float32 m_impulse;
float32 m_length;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
inline void b2DistanceJoint::SetLength(float32 length)
{
m_length = length;
}
inline float32 b2DistanceJoint::GetLength() const
{
return m_length;
}
inline void b2DistanceJoint::SetFrequency(float32 hz)
{
m_frequencyHz = hz;
}
inline float32 b2DistanceJoint::GetFrequency() const
{
return m_frequencyHz;
}
inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
inline float32 b2DistanceJoint::GetDampingRatio() const
{
return m_dampingRatio;
}
#endif

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@ -1,251 +1,251 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2FrictionJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// 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
void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
{
bodyA = bA;
bodyB = bB;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
}
b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_linearImpulse.SetZero();
m_angularImpulse = 0.0f;
m_maxForce = def->maxForce;
m_maxTorque = def->maxTorque;
}
void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
// Compute the effective mass matrix.
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// 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]
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Mat22 K;
K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
K.ey.x = K.ex.y;
K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
m_linearMass = K.GetInverse();
m_angularMass = iA + iB;
if (m_angularMass > 0.0f)
{
m_angularMass = 1.0f / m_angularMass;
}
if (data.step.warmStarting)
{
// Scale impulses to support a variable time step.
m_linearImpulse *= data.step.dtRatio;
m_angularImpulse *= data.step.dtRatio;
b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
}
else
{
m_linearImpulse.SetZero();
m_angularImpulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
float32 h = data.step.dt;
// Solve angular friction
{
float32 Cdot = wB - wA;
float32 impulse = -m_angularMass * Cdot;
float32 oldImpulse = m_angularImpulse;
float32 maxImpulse = h * m_maxTorque;
m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_angularImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve linear friction
{
b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
b2Vec2 oldImpulse = m_linearImpulse;
m_linearImpulse += impulse;
float32 maxImpulse = h * m_maxForce;
if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
{
m_linearImpulse.Normalize();
m_linearImpulse *= maxImpulse;
}
impulse = m_linearImpulse - oldImpulse;
vA -= mA * impulse;
wA -= iA * b2Cross(m_rA, impulse);
vB += mB * impulse;
wB += iB * b2Cross(m_rB, impulse);
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(data);
return true;
}
b2Vec2 b2FrictionJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2FrictionJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const
{
return inv_dt * m_linearImpulse;
}
float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * m_angularImpulse;
}
void b2FrictionJoint::SetMaxForce(float32 force)
{
b2Assert(b2IsValid(force) && force >= 0.0f);
m_maxForce = force;
}
float32 b2FrictionJoint::GetMaxForce() const
{
return m_maxForce;
}
void b2FrictionJoint::SetMaxTorque(float32 torque)
{
b2Assert(b2IsValid(torque) && torque >= 0.0f);
m_maxTorque = torque;
}
float32 b2FrictionJoint::GetMaxTorque() const
{
return m_maxTorque;
}
void b2FrictionJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2FrictionJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.maxForce = %.15lef;\n", m_maxForce);
b2Log(" jd.maxTorque = %.15lef;\n", m_maxTorque);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2FrictionJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// 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
void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
{
bodyA = bA;
bodyB = bB;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
}
b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_linearImpulse.SetZero();
m_angularImpulse = 0.0f;
m_maxForce = def->maxForce;
m_maxTorque = def->maxTorque;
}
void b2FrictionJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
// Compute the effective mass matrix.
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// 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]
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Mat22 K;
K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y;
K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y;
K.ey.x = K.ex.y;
K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x;
m_linearMass = K.GetInverse();
m_angularMass = iA + iB;
if (m_angularMass > 0.0f)
{
m_angularMass = 1.0f / m_angularMass;
}
if (data.step.warmStarting)
{
// Scale impulses to support a variable time step.
m_linearImpulse *= data.step.dtRatio;
m_angularImpulse *= data.step.dtRatio;
b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + m_angularImpulse);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + m_angularImpulse);
}
else
{
m_linearImpulse.SetZero();
m_angularImpulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2FrictionJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
float32 h = data.step.dt;
// Solve angular friction
{
float32 Cdot = wB - wA;
float32 impulse = -m_angularMass * Cdot;
float32 oldImpulse = m_angularImpulse;
float32 maxImpulse = h * m_maxTorque;
m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_angularImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve linear friction
{
b2Vec2 Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
b2Vec2 oldImpulse = m_linearImpulse;
m_linearImpulse += impulse;
float32 maxImpulse = h * m_maxForce;
if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
{
m_linearImpulse.Normalize();
m_linearImpulse *= maxImpulse;
}
impulse = m_linearImpulse - oldImpulse;
vA -= mA * impulse;
wA -= iA * b2Cross(m_rA, impulse);
vB += mB * impulse;
wB += iB * b2Cross(m_rB, impulse);
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2FrictionJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(data);
return true;
}
b2Vec2 b2FrictionJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2FrictionJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const
{
return inv_dt * m_linearImpulse;
}
float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * m_angularImpulse;
}
void b2FrictionJoint::SetMaxForce(float32 force)
{
b2Assert(b2IsValid(force) && force >= 0.0f);
m_maxForce = force;
}
float32 b2FrictionJoint::GetMaxForce() const
{
return m_maxForce;
}
void b2FrictionJoint::SetMaxTorque(float32 torque)
{
b2Assert(b2IsValid(torque) && torque >= 0.0f);
m_maxTorque = torque;
}
float32 b2FrictionJoint::GetMaxTorque() const
{
return m_maxTorque;
}
void b2FrictionJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2FrictionJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.maxForce = %.15lef;\n", m_maxForce);
b2Log(" jd.maxTorque = %.15lef;\n", m_maxTorque);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}

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@ -1,119 +1,119 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_FRICTION_JOINT_H
#define B2_FRICTION_JOINT_H
#include "b2Joint.h"
/// Friction joint definition.
struct b2FrictionJointDef : public b2JointDef
{
b2FrictionJointDef()
{
type = e_frictionJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
maxForce = 0.0f;
maxTorque = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The maximum friction force in N.
float32 maxForce;
/// The maximum friction torque in N-m.
float32 maxTorque;
};
/// Friction joint. This is used for top-down friction.
/// It provides 2D translational friction and angular friction.
class b2FrictionJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set the maximum friction force in N.
void SetMaxForce(float32 force);
/// Get the maximum friction force in N.
float32 GetMaxForce() const;
/// Set the maximum friction torque in N*m.
void SetMaxTorque(float32 torque);
/// Get the maximum friction torque in N*m.
float32 GetMaxTorque() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2FrictionJoint(const b2FrictionJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
// Solver shared
b2Vec2 m_linearImpulse;
float32 m_angularImpulse;
float32 m_maxForce;
float32 m_maxTorque;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat22 m_linearMass;
float32 m_angularMass;
};
#endif
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_FRICTION_JOINT_H
#define B2_FRICTION_JOINT_H
#include "b2Joint.h"
/// Friction joint definition.
struct b2FrictionJointDef : public b2JointDef
{
b2FrictionJointDef()
{
type = e_frictionJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
maxForce = 0.0f;
maxTorque = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The maximum friction force in N.
float32 maxForce;
/// The maximum friction torque in N-m.
float32 maxTorque;
};
/// Friction joint. This is used for top-down friction.
/// It provides 2D translational friction and angular friction.
class b2FrictionJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set the maximum friction force in N.
void SetMaxForce(float32 force);
/// Get the maximum friction force in N.
float32 GetMaxForce() const;
/// Set the maximum friction torque in N*m.
void SetMaxTorque(float32 torque);
/// Get the maximum friction torque in N*m.
float32 GetMaxTorque() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2FrictionJoint(const b2FrictionJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
// Solver shared
b2Vec2 m_linearImpulse;
float32 m_angularImpulse;
float32 m_maxForce;
float32 m_maxTorque;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat22 m_linearMass;
float32 m_angularMass;
};
#endif

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@ -1,419 +1,419 @@
/*
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2GearJoint.h"
#include "b2RevoluteJoint.h"
#include "b2PrismaticJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Gear Joint:
// C0 = (coordinate1 + ratio * coordinate2)_initial
// C = (coordinate1 + ratio * coordinate2) - C0 = 0
// J = [J1 ratio * J2]
// K = J * invM * JT
// = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
//
// Revolute:
// coordinate = rotation
// Cdot = angularVelocity
// J = [0 0 1]
// K = J * invM * JT = invI
//
// Prismatic:
// coordinate = dot(p - pg, ug)
// Cdot = dot(v + cross(w, r), ug)
// J = [ug cross(r, ug)]
// K = J * invM * JT = invMass + invI * cross(r, ug)^2
b2GearJoint::b2GearJoint(const b2GearJointDef* def)
: b2Joint(def)
{
m_joint1 = def->joint1;
m_joint2 = def->joint2;
m_typeA = m_joint1->GetType();
m_typeB = m_joint2->GetType();
b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
float32 coordinateA, coordinateB;
// TODO_ERIN there might be some problem with the joint edges in b2Joint.
m_bodyC = m_joint1->GetBodyA();
m_bodyA = m_joint1->GetBodyB();
// Get geometry of joint1
b2Transform xfA = m_bodyA->m_xf;
float32 aA = m_bodyA->m_sweep.a;
b2Transform xfC = m_bodyC->m_xf;
float32 aC = m_bodyC->m_sweep.a;
if (m_typeA == e_revoluteJoint)
{
b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
m_localAnchorC = revolute->m_localAnchorA;
m_localAnchorA = revolute->m_localAnchorB;
m_referenceAngleA = revolute->m_referenceAngle;
m_localAxisC.SetZero();
coordinateA = aA - aC - m_referenceAngleA;
}
else
{
b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
m_localAnchorC = prismatic->m_localAnchorA;
m_localAnchorA = prismatic->m_localAnchorB;
m_referenceAngleA = prismatic->m_referenceAngle;
m_localAxisC = prismatic->m_localXAxisA;
b2Vec2 pC = m_localAnchorC;
b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
coordinateA = b2Dot(pA - pC, m_localAxisC);
}
m_bodyD = m_joint2->GetBodyA();
m_bodyB = m_joint2->GetBodyB();
// Get geometry of joint2
b2Transform xfB = m_bodyB->m_xf;
float32 aB = m_bodyB->m_sweep.a;
b2Transform xfD = m_bodyD->m_xf;
float32 aD = m_bodyD->m_sweep.a;
if (m_typeB == e_revoluteJoint)
{
b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
m_localAnchorD = revolute->m_localAnchorA;
m_localAnchorB = revolute->m_localAnchorB;
m_referenceAngleB = revolute->m_referenceAngle;
m_localAxisD.SetZero();
coordinateB = aB - aD - m_referenceAngleB;
}
else
{
b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
m_localAnchorD = prismatic->m_localAnchorA;
m_localAnchorB = prismatic->m_localAnchorB;
m_referenceAngleB = prismatic->m_referenceAngle;
m_localAxisD = prismatic->m_localXAxisA;
b2Vec2 pD = m_localAnchorD;
b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
coordinateB = b2Dot(pB - pD, m_localAxisD);
}
m_ratio = def->ratio;
m_constant = coordinateA + m_ratio * coordinateB;
m_impulse = 0.0f;
}
void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_indexC = m_bodyC->m_islandIndex;
m_indexD = m_bodyD->m_islandIndex;
m_lcA = m_bodyA->m_sweep.localCenter;
m_lcB = m_bodyB->m_sweep.localCenter;
m_lcC = m_bodyC->m_sweep.localCenter;
m_lcD = m_bodyD->m_sweep.localCenter;
m_mA = m_bodyA->m_invMass;
m_mB = m_bodyB->m_invMass;
m_mC = m_bodyC->m_invMass;
m_mD = m_bodyD->m_invMass;
m_iA = m_bodyA->m_invI;
m_iB = m_bodyB->m_invI;
m_iC = m_bodyC->m_invI;
m_iD = m_bodyD->m_invI;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
float32 aC = data.positions[m_indexC].a;
b2Vec2 vC = data.velocities[m_indexC].v;
float32 wC = data.velocities[m_indexC].w;
float32 aD = data.positions[m_indexD].a;
b2Vec2 vD = data.velocities[m_indexD].v;
float32 wD = data.velocities[m_indexD].w;
b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
m_mass = 0.0f;
if (m_typeA == e_revoluteJoint)
{
m_JvAC.SetZero();
m_JwA = 1.0f;
m_JwC = 1.0f;
m_mass += m_iA + m_iC;
}
else
{
b2Vec2 u = b2Mul(qC, m_localAxisC);
b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
m_JvAC = u;
m_JwC = b2Cross(rC, u);
m_JwA = b2Cross(rA, u);
m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
}
if (m_typeB == e_revoluteJoint)
{
m_JvBD.SetZero();
m_JwB = m_ratio;
m_JwD = m_ratio;
m_mass += m_ratio * m_ratio * (m_iB + m_iD);
}
else
{
b2Vec2 u = b2Mul(qD, m_localAxisD);
b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
m_JvBD = m_ratio * u;
m_JwD = m_ratio * b2Cross(rD, u);
m_JwB = m_ratio * b2Cross(rB, u);
m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
}
// Compute effective mass.
m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
if (data.step.warmStarting)
{
vA += (m_mA * m_impulse) * m_JvAC;
wA += m_iA * m_impulse * m_JwA;
vB += (m_mB * m_impulse) * m_JvBD;
wB += m_iB * m_impulse * m_JwB;
vC -= (m_mC * m_impulse) * m_JvAC;
wC -= m_iC * m_impulse * m_JwC;
vD -= (m_mD * m_impulse) * m_JvBD;
wD -= m_iD * m_impulse * m_JwD;
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
data.velocities[m_indexC].v = vC;
data.velocities[m_indexC].w = wC;
data.velocities[m_indexD].v = vD;
data.velocities[m_indexD].w = wD;
}
void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 vC = data.velocities[m_indexC].v;
float32 wC = data.velocities[m_indexC].w;
b2Vec2 vD = data.velocities[m_indexD].v;
float32 wD = data.velocities[m_indexD].w;
float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
vA += (m_mA * impulse) * m_JvAC;
wA += m_iA * impulse * m_JwA;
vB += (m_mB * impulse) * m_JvBD;
wB += m_iB * impulse * m_JwB;
vC -= (m_mC * impulse) * m_JvAC;
wC -= m_iC * impulse * m_JwC;
vD -= (m_mD * impulse) * m_JvBD;
wD -= m_iD * impulse * m_JwD;
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
data.velocities[m_indexC].v = vC;
data.velocities[m_indexC].w = wC;
data.velocities[m_indexD].v = vD;
data.velocities[m_indexD].w = wD;
}
bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 cC = data.positions[m_indexC].c;
float32 aC = data.positions[m_indexC].a;
b2Vec2 cD = data.positions[m_indexD].c;
float32 aD = data.positions[m_indexD].a;
b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
float32 linearError = 0.0f;
float32 coordinateA, coordinateB;
b2Vec2 JvAC, JvBD;
float32 JwA, JwB, JwC, JwD;
float32 mass = 0.0f;
if (m_typeA == e_revoluteJoint)
{
JvAC.SetZero();
JwA = 1.0f;
JwC = 1.0f;
mass += m_iA + m_iC;
coordinateA = aA - aC - m_referenceAngleA;
}
else
{
b2Vec2 u = b2Mul(qC, m_localAxisC);
b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
JvAC = u;
JwC = b2Cross(rC, u);
JwA = b2Cross(rA, u);
mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
b2Vec2 pC = m_localAnchorC - m_lcC;
b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
coordinateA = b2Dot(pA - pC, m_localAxisC);
}
if (m_typeB == e_revoluteJoint)
{
JvBD.SetZero();
JwB = m_ratio;
JwD = m_ratio;
mass += m_ratio * m_ratio * (m_iB + m_iD);
coordinateB = aB - aD - m_referenceAngleB;
}
else
{
b2Vec2 u = b2Mul(qD, m_localAxisD);
b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
JvBD = m_ratio * u;
JwD = m_ratio * b2Cross(rD, u);
JwB = m_ratio * b2Cross(rB, u);
mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
b2Vec2 pD = m_localAnchorD - m_lcD;
b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
coordinateB = b2Dot(pB - pD, m_localAxisD);
}
float32 C = (coordinateA + m_ratio * coordinateB) - m_constant;
float32 impulse = 0.0f;
if (mass > 0.0f)
{
impulse = -C / mass;
}
cA += m_mA * impulse * JvAC;
aA += m_iA * impulse * JwA;
cB += m_mB * impulse * JvBD;
aB += m_iB * impulse * JwB;
cC -= m_mC * impulse * JvAC;
aC -= m_iC * impulse * JwC;
cD -= m_mD * impulse * JvBD;
aD -= m_iD * impulse * JwD;
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
data.positions[m_indexC].c = cC;
data.positions[m_indexC].a = aC;
data.positions[m_indexD].c = cD;
data.positions[m_indexD].a = aD;
// TODO_ERIN not implemented
return linearError < b2_linearSlop;
}
b2Vec2 b2GearJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2GearJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 P = m_impulse * m_JvAC;
return inv_dt * P;
}
float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
{
float32 L = m_impulse * m_JwA;
return inv_dt * L;
}
void b2GearJoint::SetRatio(float32 ratio)
{
b2Assert(b2IsValid(ratio));
m_ratio = ratio;
}
float32 b2GearJoint::GetRatio() const
{
return m_ratio;
}
void b2GearJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
int32 index1 = m_joint1->m_index;
int32 index2 = m_joint2->m_index;
b2Log(" b2GearJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.joint1 = joints[%d];\n", index1);
b2Log(" jd.joint2 = joints[%d];\n", index2);
b2Log(" jd.ratio = %.15lef;\n", m_ratio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
/*
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2GearJoint.h"
#include "b2RevoluteJoint.h"
#include "b2PrismaticJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Gear Joint:
// C0 = (coordinate1 + ratio * coordinate2)_initial
// C = (coordinate1 + ratio * coordinate2) - C0 = 0
// J = [J1 ratio * J2]
// K = J * invM * JT
// = J1 * invM1 * J1T + ratio * ratio * J2 * invM2 * J2T
//
// Revolute:
// coordinate = rotation
// Cdot = angularVelocity
// J = [0 0 1]
// K = J * invM * JT = invI
//
// Prismatic:
// coordinate = dot(p - pg, ug)
// Cdot = dot(v + cross(w, r), ug)
// J = [ug cross(r, ug)]
// K = J * invM * JT = invMass + invI * cross(r, ug)^2
b2GearJoint::b2GearJoint(const b2GearJointDef* def)
: b2Joint(def)
{
m_joint1 = def->joint1;
m_joint2 = def->joint2;
m_typeA = m_joint1->GetType();
m_typeB = m_joint2->GetType();
b2Assert(m_typeA == e_revoluteJoint || m_typeA == e_prismaticJoint);
b2Assert(m_typeB == e_revoluteJoint || m_typeB == e_prismaticJoint);
float32 coordinateA, coordinateB;
// TODO_ERIN there might be some problem with the joint edges in b2Joint.
m_bodyC = m_joint1->GetBodyA();
m_bodyA = m_joint1->GetBodyB();
// Get geometry of joint1
b2Transform xfA = m_bodyA->m_xf;
float32 aA = m_bodyA->m_sweep.a;
b2Transform xfC = m_bodyC->m_xf;
float32 aC = m_bodyC->m_sweep.a;
if (m_typeA == e_revoluteJoint)
{
b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint1;
m_localAnchorC = revolute->m_localAnchorA;
m_localAnchorA = revolute->m_localAnchorB;
m_referenceAngleA = revolute->m_referenceAngle;
m_localAxisC.SetZero();
coordinateA = aA - aC - m_referenceAngleA;
}
else
{
b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint1;
m_localAnchorC = prismatic->m_localAnchorA;
m_localAnchorA = prismatic->m_localAnchorB;
m_referenceAngleA = prismatic->m_referenceAngle;
m_localAxisC = prismatic->m_localXAxisA;
b2Vec2 pC = m_localAnchorC;
b2Vec2 pA = b2MulT(xfC.q, b2Mul(xfA.q, m_localAnchorA) + (xfA.p - xfC.p));
coordinateA = b2Dot(pA - pC, m_localAxisC);
}
m_bodyD = m_joint2->GetBodyA();
m_bodyB = m_joint2->GetBodyB();
// Get geometry of joint2
b2Transform xfB = m_bodyB->m_xf;
float32 aB = m_bodyB->m_sweep.a;
b2Transform xfD = m_bodyD->m_xf;
float32 aD = m_bodyD->m_sweep.a;
if (m_typeB == e_revoluteJoint)
{
b2RevoluteJoint* revolute = (b2RevoluteJoint*)def->joint2;
m_localAnchorD = revolute->m_localAnchorA;
m_localAnchorB = revolute->m_localAnchorB;
m_referenceAngleB = revolute->m_referenceAngle;
m_localAxisD.SetZero();
coordinateB = aB - aD - m_referenceAngleB;
}
else
{
b2PrismaticJoint* prismatic = (b2PrismaticJoint*)def->joint2;
m_localAnchorD = prismatic->m_localAnchorA;
m_localAnchorB = prismatic->m_localAnchorB;
m_referenceAngleB = prismatic->m_referenceAngle;
m_localAxisD = prismatic->m_localXAxisA;
b2Vec2 pD = m_localAnchorD;
b2Vec2 pB = b2MulT(xfD.q, b2Mul(xfB.q, m_localAnchorB) + (xfB.p - xfD.p));
coordinateB = b2Dot(pB - pD, m_localAxisD);
}
m_ratio = def->ratio;
m_constant = coordinateA + m_ratio * coordinateB;
m_impulse = 0.0f;
}
void b2GearJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_indexC = m_bodyC->m_islandIndex;
m_indexD = m_bodyD->m_islandIndex;
m_lcA = m_bodyA->m_sweep.localCenter;
m_lcB = m_bodyB->m_sweep.localCenter;
m_lcC = m_bodyC->m_sweep.localCenter;
m_lcD = m_bodyD->m_sweep.localCenter;
m_mA = m_bodyA->m_invMass;
m_mB = m_bodyB->m_invMass;
m_mC = m_bodyC->m_invMass;
m_mD = m_bodyD->m_invMass;
m_iA = m_bodyA->m_invI;
m_iB = m_bodyB->m_invI;
m_iC = m_bodyC->m_invI;
m_iD = m_bodyD->m_invI;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
float32 aC = data.positions[m_indexC].a;
b2Vec2 vC = data.velocities[m_indexC].v;
float32 wC = data.velocities[m_indexC].w;
float32 aD = data.positions[m_indexD].a;
b2Vec2 vD = data.velocities[m_indexD].v;
float32 wD = data.velocities[m_indexD].w;
b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
m_mass = 0.0f;
if (m_typeA == e_revoluteJoint)
{
m_JvAC.SetZero();
m_JwA = 1.0f;
m_JwC = 1.0f;
m_mass += m_iA + m_iC;
}
else
{
b2Vec2 u = b2Mul(qC, m_localAxisC);
b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
m_JvAC = u;
m_JwC = b2Cross(rC, u);
m_JwA = b2Cross(rA, u);
m_mass += m_mC + m_mA + m_iC * m_JwC * m_JwC + m_iA * m_JwA * m_JwA;
}
if (m_typeB == e_revoluteJoint)
{
m_JvBD.SetZero();
m_JwB = m_ratio;
m_JwD = m_ratio;
m_mass += m_ratio * m_ratio * (m_iB + m_iD);
}
else
{
b2Vec2 u = b2Mul(qD, m_localAxisD);
b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
m_JvBD = m_ratio * u;
m_JwD = m_ratio * b2Cross(rD, u);
m_JwB = m_ratio * b2Cross(rB, u);
m_mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * m_JwD * m_JwD + m_iB * m_JwB * m_JwB;
}
// Compute effective mass.
m_mass = m_mass > 0.0f ? 1.0f / m_mass : 0.0f;
if (data.step.warmStarting)
{
vA += (m_mA * m_impulse) * m_JvAC;
wA += m_iA * m_impulse * m_JwA;
vB += (m_mB * m_impulse) * m_JvBD;
wB += m_iB * m_impulse * m_JwB;
vC -= (m_mC * m_impulse) * m_JvAC;
wC -= m_iC * m_impulse * m_JwC;
vD -= (m_mD * m_impulse) * m_JvBD;
wD -= m_iD * m_impulse * m_JwD;
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
data.velocities[m_indexC].v = vC;
data.velocities[m_indexC].w = wC;
data.velocities[m_indexD].v = vD;
data.velocities[m_indexD].w = wD;
}
void b2GearJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 vC = data.velocities[m_indexC].v;
float32 wC = data.velocities[m_indexC].w;
b2Vec2 vD = data.velocities[m_indexD].v;
float32 wD = data.velocities[m_indexD].w;
float32 Cdot = b2Dot(m_JvAC, vA - vC) + b2Dot(m_JvBD, vB - vD);
Cdot += (m_JwA * wA - m_JwC * wC) + (m_JwB * wB - m_JwD * wD);
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
vA += (m_mA * impulse) * m_JvAC;
wA += m_iA * impulse * m_JwA;
vB += (m_mB * impulse) * m_JvBD;
wB += m_iB * impulse * m_JwB;
vC -= (m_mC * impulse) * m_JvAC;
wC -= m_iC * impulse * m_JwC;
vD -= (m_mD * impulse) * m_JvBD;
wD -= m_iD * impulse * m_JwD;
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
data.velocities[m_indexC].v = vC;
data.velocities[m_indexC].w = wC;
data.velocities[m_indexD].v = vD;
data.velocities[m_indexD].w = wD;
}
bool b2GearJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 cC = data.positions[m_indexC].c;
float32 aC = data.positions[m_indexC].a;
b2Vec2 cD = data.positions[m_indexD].c;
float32 aD = data.positions[m_indexD].a;
b2Rot qA(aA), qB(aB), qC(aC), qD(aD);
float32 linearError = 0.0f;
float32 coordinateA, coordinateB;
b2Vec2 JvAC, JvBD;
float32 JwA, JwB, JwC, JwD;
float32 mass = 0.0f;
if (m_typeA == e_revoluteJoint)
{
JvAC.SetZero();
JwA = 1.0f;
JwC = 1.0f;
mass += m_iA + m_iC;
coordinateA = aA - aC - m_referenceAngleA;
}
else
{
b2Vec2 u = b2Mul(qC, m_localAxisC);
b2Vec2 rC = b2Mul(qC, m_localAnchorC - m_lcC);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_lcA);
JvAC = u;
JwC = b2Cross(rC, u);
JwA = b2Cross(rA, u);
mass += m_mC + m_mA + m_iC * JwC * JwC + m_iA * JwA * JwA;
b2Vec2 pC = m_localAnchorC - m_lcC;
b2Vec2 pA = b2MulT(qC, rA + (cA - cC));
coordinateA = b2Dot(pA - pC, m_localAxisC);
}
if (m_typeB == e_revoluteJoint)
{
JvBD.SetZero();
JwB = m_ratio;
JwD = m_ratio;
mass += m_ratio * m_ratio * (m_iB + m_iD);
coordinateB = aB - aD - m_referenceAngleB;
}
else
{
b2Vec2 u = b2Mul(qD, m_localAxisD);
b2Vec2 rD = b2Mul(qD, m_localAnchorD - m_lcD);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_lcB);
JvBD = m_ratio * u;
JwD = m_ratio * b2Cross(rD, u);
JwB = m_ratio * b2Cross(rB, u);
mass += m_ratio * m_ratio * (m_mD + m_mB) + m_iD * JwD * JwD + m_iB * JwB * JwB;
b2Vec2 pD = m_localAnchorD - m_lcD;
b2Vec2 pB = b2MulT(qD, rB + (cB - cD));
coordinateB = b2Dot(pB - pD, m_localAxisD);
}
float32 C = (coordinateA + m_ratio * coordinateB) - m_constant;
float32 impulse = 0.0f;
if (mass > 0.0f)
{
impulse = -C / mass;
}
cA += m_mA * impulse * JvAC;
aA += m_iA * impulse * JwA;
cB += m_mB * impulse * JvBD;
aB += m_iB * impulse * JwB;
cC -= m_mC * impulse * JvAC;
aC -= m_iC * impulse * JwC;
cD -= m_mD * impulse * JvBD;
aD -= m_iD * impulse * JwD;
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
data.positions[m_indexC].c = cC;
data.positions[m_indexC].a = aC;
data.positions[m_indexD].c = cD;
data.positions[m_indexD].a = aD;
// TODO_ERIN not implemented
return linearError < b2_linearSlop;
}
b2Vec2 b2GearJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2GearJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2GearJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 P = m_impulse * m_JvAC;
return inv_dt * P;
}
float32 b2GearJoint::GetReactionTorque(float32 inv_dt) const
{
float32 L = m_impulse * m_JwA;
return inv_dt * L;
}
void b2GearJoint::SetRatio(float32 ratio)
{
b2Assert(b2IsValid(ratio));
m_ratio = ratio;
}
float32 b2GearJoint::GetRatio() const
{
return m_ratio;
}
void b2GearJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
int32 index1 = m_joint1->m_index;
int32 index2 = m_joint2->m_index;
b2Log(" b2GearJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.joint1 = joints[%d];\n", index1);
b2Log(" jd.joint2 = joints[%d];\n", index2);
b2Log(" jd.ratio = %.15lef;\n", m_ratio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}

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@ -1,125 +1,125 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_GEAR_JOINT_H
#define B2_GEAR_JOINT_H
#include "b2Joint.h"
/// Gear joint definition. This definition requires two existing
/// revolute or prismatic joints (any combination will work).
struct b2GearJointDef : public b2JointDef
{
b2GearJointDef()
{
type = e_gearJoint;
joint1 = NULL;
joint2 = NULL;
ratio = 1.0f;
}
/// The first revolute/prismatic joint attached to the gear joint.
b2Joint* joint1;
/// The second revolute/prismatic joint attached to the gear joint.
b2Joint* joint2;
/// The gear ratio.
/// @see b2GearJoint for explanation.
float32 ratio;
};
/// 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 You have to manually destroy the gear joint if joint1 or joint2
/// is destroyed.
class b2GearJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the first joint.
b2Joint* GetJoint1() { return m_joint1; }
/// Get the second joint.
b2Joint* GetJoint2() { return m_joint2; }
/// Set/Get the gear ratio.
void SetRatio(float32 ratio);
float32 GetRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2GearJoint(const b2GearJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Joint* m_joint1;
b2Joint* m_joint2;
b2JointType m_typeA;
b2JointType m_typeB;
// Body A is connected to body C
// Body B is connected to body D
b2Body* m_bodyC;
b2Body* m_bodyD;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localAnchorC;
b2Vec2 m_localAnchorD;
b2Vec2 m_localAxisC;
b2Vec2 m_localAxisD;
float32 m_referenceAngleA;
float32 m_referenceAngleB;
float32 m_constant;
float32 m_ratio;
float32 m_impulse;
// Solver temp
juce::int32 m_indexA, m_indexB, m_indexC, m_indexD;
b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
float32 m_mA, m_mB, m_mC, m_mD;
float32 m_iA, m_iB, m_iC, m_iD;
b2Vec2 m_JvAC, m_JvBD;
float32 m_JwA, m_JwB, m_JwC, m_JwD;
float32 m_mass;
};
#endif
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_GEAR_JOINT_H
#define B2_GEAR_JOINT_H
#include "b2Joint.h"
/// Gear joint definition. This definition requires two existing
/// revolute or prismatic joints (any combination will work).
struct b2GearJointDef : public b2JointDef
{
b2GearJointDef()
{
type = e_gearJoint;
joint1 = NULL;
joint2 = NULL;
ratio = 1.0f;
}
/// The first revolute/prismatic joint attached to the gear joint.
b2Joint* joint1;
/// The second revolute/prismatic joint attached to the gear joint.
b2Joint* joint2;
/// The gear ratio.
/// @see b2GearJoint for explanation.
float32 ratio;
};
/// 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 You have to manually destroy the gear joint if joint1 or joint2
/// is destroyed.
class b2GearJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the first joint.
b2Joint* GetJoint1() { return m_joint1; }
/// Get the second joint.
b2Joint* GetJoint2() { return m_joint2; }
/// Set/Get the gear ratio.
void SetRatio(float32 ratio);
float32 GetRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2GearJoint(const b2GearJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Joint* m_joint1;
b2Joint* m_joint2;
b2JointType m_typeA;
b2JointType m_typeB;
// Body A is connected to body C
// Body B is connected to body D
b2Body* m_bodyC;
b2Body* m_bodyD;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localAnchorC;
b2Vec2 m_localAnchorD;
b2Vec2 m_localAxisC;
b2Vec2 m_localAxisD;
float32 m_referenceAngleA;
float32 m_referenceAngleB;
float32 m_constant;
float32 m_ratio;
float32 m_impulse;
// Solver temp
juce::int32 m_indexA, m_indexB, m_indexC, m_indexD;
b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
float32 m_mA, m_mB, m_mC, m_mD;
float32 m_iA, m_iB, m_iC, m_iD;
b2Vec2 m_JvAC, m_JvBD;
float32 m_JwA, m_JwB, m_JwC, m_JwD;
float32 m_mass;
};
#endif

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@ -1,199 +1,199 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2Joint.h"
#include "b2DistanceJoint.h"
#include "b2WheelJoint.h"
#include "b2MouseJoint.h"
#include "b2RevoluteJoint.h"
#include "b2PrismaticJoint.h"
#include "b2PulleyJoint.h"
#include "b2GearJoint.h"
#include "b2WeldJoint.h"
#include "b2FrictionJoint.h"
#include "b2RopeJoint.h"
#include "../b2Body.h"
#include "../b2World.h"
#include "../../Common/b2BlockAllocator.h"
#include <new>
b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
{
b2Joint* joint = NULL;
switch (def->type)
{
case e_distanceJoint:
{
void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
}
break;
case e_mouseJoint:
{
void* mem = allocator->Allocate(sizeof(b2MouseJoint));
joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
}
break;
case e_prismaticJoint:
{
void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
}
break;
case e_revoluteJoint:
{
void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
}
break;
case e_pulleyJoint:
{
void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
}
break;
case e_gearJoint:
{
void* mem = allocator->Allocate(sizeof(b2GearJoint));
joint = new (mem) b2GearJoint((b2GearJointDef*)def);
}
break;
case e_wheelJoint:
{
void* mem = allocator->Allocate(sizeof(b2WheelJoint));
joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);
}
break;
case e_weldJoint:
{
void* mem = allocator->Allocate(sizeof(b2WeldJoint));
joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
}
break;
case e_frictionJoint:
{
void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
}
break;
case e_ropeJoint:
{
void* mem = allocator->Allocate(sizeof(b2RopeJoint));
joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);
}
break;
default:
b2Assert(false);
break;
}
return joint;
}
void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
{
joint->~b2Joint();
switch (joint->m_type)
{
case e_distanceJoint:
allocator->Free(joint, sizeof(b2DistanceJoint));
break;
case e_mouseJoint:
allocator->Free(joint, sizeof(b2MouseJoint));
break;
case e_prismaticJoint:
allocator->Free(joint, sizeof(b2PrismaticJoint));
break;
case e_revoluteJoint:
allocator->Free(joint, sizeof(b2RevoluteJoint));
break;
case e_pulleyJoint:
allocator->Free(joint, sizeof(b2PulleyJoint));
break;
case e_gearJoint:
allocator->Free(joint, sizeof(b2GearJoint));
break;
case e_wheelJoint:
allocator->Free(joint, sizeof(b2WheelJoint));
break;
case e_weldJoint:
allocator->Free(joint, sizeof(b2WeldJoint));
break;
case e_frictionJoint:
allocator->Free(joint, sizeof(b2FrictionJoint));
break;
case e_ropeJoint:
allocator->Free(joint, sizeof(b2RopeJoint));
break;
default:
b2Assert(false);
break;
}
}
b2Joint::b2Joint(const b2JointDef* def)
{
b2Assert(def->bodyA != def->bodyB);
m_type = def->type;
m_prev = NULL;
m_next = NULL;
m_bodyA = def->bodyA;
m_bodyB = def->bodyB;
m_index = 0;
m_collideConnected = def->collideConnected;
m_islandFlag = false;
m_userData = def->userData;
m_edgeA.joint = NULL;
m_edgeA.other = NULL;
m_edgeA.prev = NULL;
m_edgeA.next = NULL;
m_edgeB.joint = NULL;
m_edgeB.other = NULL;
m_edgeB.prev = NULL;
m_edgeB.next = NULL;
}
bool b2Joint::IsActive() const
{
return m_bodyA->IsActive() && m_bodyB->IsActive();
}
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2Joint.h"
#include "b2DistanceJoint.h"
#include "b2WheelJoint.h"
#include "b2MouseJoint.h"
#include "b2RevoluteJoint.h"
#include "b2PrismaticJoint.h"
#include "b2PulleyJoint.h"
#include "b2GearJoint.h"
#include "b2WeldJoint.h"
#include "b2FrictionJoint.h"
#include "b2RopeJoint.h"
#include "../b2Body.h"
#include "../b2World.h"
#include "../../Common/b2BlockAllocator.h"
#include <new>
b2Joint* b2Joint::Create(const b2JointDef* def, b2BlockAllocator* allocator)
{
b2Joint* joint = NULL;
switch (def->type)
{
case e_distanceJoint:
{
void* mem = allocator->Allocate(sizeof(b2DistanceJoint));
joint = new (mem) b2DistanceJoint((b2DistanceJointDef*)def);
}
break;
case e_mouseJoint:
{
void* mem = allocator->Allocate(sizeof(b2MouseJoint));
joint = new (mem) b2MouseJoint((b2MouseJointDef*)def);
}
break;
case e_prismaticJoint:
{
void* mem = allocator->Allocate(sizeof(b2PrismaticJoint));
joint = new (mem) b2PrismaticJoint((b2PrismaticJointDef*)def);
}
break;
case e_revoluteJoint:
{
void* mem = allocator->Allocate(sizeof(b2RevoluteJoint));
joint = new (mem) b2RevoluteJoint((b2RevoluteJointDef*)def);
}
break;
case e_pulleyJoint:
{
void* mem = allocator->Allocate(sizeof(b2PulleyJoint));
joint = new (mem) b2PulleyJoint((b2PulleyJointDef*)def);
}
break;
case e_gearJoint:
{
void* mem = allocator->Allocate(sizeof(b2GearJoint));
joint = new (mem) b2GearJoint((b2GearJointDef*)def);
}
break;
case e_wheelJoint:
{
void* mem = allocator->Allocate(sizeof(b2WheelJoint));
joint = new (mem) b2WheelJoint((b2WheelJointDef*)def);
}
break;
case e_weldJoint:
{
void* mem = allocator->Allocate(sizeof(b2WeldJoint));
joint = new (mem) b2WeldJoint((b2WeldJointDef*)def);
}
break;
case e_frictionJoint:
{
void* mem = allocator->Allocate(sizeof(b2FrictionJoint));
joint = new (mem) b2FrictionJoint((b2FrictionJointDef*)def);
}
break;
case e_ropeJoint:
{
void* mem = allocator->Allocate(sizeof(b2RopeJoint));
joint = new (mem) b2RopeJoint((b2RopeJointDef*)def);
}
break;
default:
b2Assert(false);
break;
}
return joint;
}
void b2Joint::Destroy(b2Joint* joint, b2BlockAllocator* allocator)
{
joint->~b2Joint();
switch (joint->m_type)
{
case e_distanceJoint:
allocator->Free(joint, sizeof(b2DistanceJoint));
break;
case e_mouseJoint:
allocator->Free(joint, sizeof(b2MouseJoint));
break;
case e_prismaticJoint:
allocator->Free(joint, sizeof(b2PrismaticJoint));
break;
case e_revoluteJoint:
allocator->Free(joint, sizeof(b2RevoluteJoint));
break;
case e_pulleyJoint:
allocator->Free(joint, sizeof(b2PulleyJoint));
break;
case e_gearJoint:
allocator->Free(joint, sizeof(b2GearJoint));
break;
case e_wheelJoint:
allocator->Free(joint, sizeof(b2WheelJoint));
break;
case e_weldJoint:
allocator->Free(joint, sizeof(b2WeldJoint));
break;
case e_frictionJoint:
allocator->Free(joint, sizeof(b2FrictionJoint));
break;
case e_ropeJoint:
allocator->Free(joint, sizeof(b2RopeJoint));
break;
default:
b2Assert(false);
break;
}
}
b2Joint::b2Joint(const b2JointDef* def)
{
b2Assert(def->bodyA != def->bodyB);
m_type = def->type;
m_prev = NULL;
m_next = NULL;
m_bodyA = def->bodyA;
m_bodyB = def->bodyB;
m_index = 0;
m_collideConnected = def->collideConnected;
m_islandFlag = false;
m_userData = def->userData;
m_edgeA.joint = NULL;
m_edgeA.other = NULL;
m_edgeA.prev = NULL;
m_edgeA.next = NULL;
m_edgeB.joint = NULL;
m_edgeB.other = NULL;
m_edgeB.prev = NULL;
m_edgeB.next = NULL;
}
bool b2Joint::IsActive() const
{
return m_bodyA->IsActive() && m_bodyB->IsActive();
}

View File

@ -1,222 +1,222 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_JOINT_H
#define B2_JOINT_H
#include "../../Common/b2Math.h"
class b2Body;
class b2Joint;
struct b2SolverData;
class b2BlockAllocator;
enum b2JointType
{
e_unknownJoint,
e_revoluteJoint,
e_prismaticJoint,
e_distanceJoint,
e_pulleyJoint,
e_mouseJoint,
e_gearJoint,
e_wheelJoint,
e_weldJoint,
e_frictionJoint,
e_ropeJoint
};
enum b2LimitState
{
e_inactiveLimit,
e_atLowerLimit,
e_atUpperLimit,
e_equalLimits
};
struct b2Jacobian
{
b2Vec2 linear;
float32 angularA;
float32 angularB;
};
/// A joint edge is used to connect bodies and joints together
/// in a joint graph where each body is a node and each joint
/// is an edge. A joint edge belongs to a doubly linked list
/// maintained in each attached body. Each joint has two joint
/// nodes, one for each attached body.
struct b2JointEdge
{
b2Body* other; ///< provides quick access to the other body attached.
b2Joint* joint; ///< the joint
b2JointEdge* prev; ///< the previous joint edge in the body's joint list
b2JointEdge* next; ///< the next joint edge in the body's joint list
};
/// Joint definitions are used to construct joints.
struct b2JointDef
{
b2JointDef()
{
type = e_unknownJoint;
userData = NULL;
bodyA = NULL;
bodyB = NULL;
collideConnected = false;
}
/// The joint type is set automatically for concrete joint types.
b2JointType type;
/// Use this to attach application specific data to your joints.
void* userData;
/// The first attached body.
b2Body* bodyA;
/// The second attached body.
b2Body* bodyB;
/// Set this flag to true if the attached bodies should collide.
bool collideConnected;
};
/// The base joint class. Joints are used to constraint two bodies together in
/// various fashions. Some joints also feature limits and motors.
class b2Joint
{
public:
/// Get the type of the concrete joint.
b2JointType GetType() const;
/// Get the first body attached to this joint.
b2Body* GetBodyA();
/// Get the second body attached to this joint.
b2Body* GetBodyB();
/// Get the anchor point on bodyA in world coordinates.
virtual b2Vec2 GetAnchorA() const = 0;
/// Get the anchor point on bodyB in world coordinates.
virtual b2Vec2 GetAnchorB() const = 0;
/// Get the reaction force on bodyB at the joint anchor in Newtons.
virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
/// Get the reaction torque on bodyB in N*m.
virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
/// Get the next joint the world joint list.
b2Joint* GetNext();
const b2Joint* GetNext() const;
/// Get the user data pointer.
void* GetUserData() const;
/// Set the user data pointer.
void SetUserData(void* data);
/// Short-cut function to determine if either body is inactive.
bool IsActive() const;
/// Get collide connected.
/// Note: modifying the collide connect flag won't work correctly because
/// the flag is only checked when fixture AABBs begin to overlap.
bool GetCollideConnected() const;
/// Dump this joint to the log file.
virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
protected:
friend class b2World;
friend class b2Body;
friend class b2Island;
friend class b2GearJoint;
static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
b2Joint(const b2JointDef* def);
virtual ~b2Joint() {}
virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
// This returns true if the position errors are within tolerance.
virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
b2JointType m_type;
b2Joint* m_prev;
b2Joint* m_next;
b2JointEdge m_edgeA;
b2JointEdge m_edgeB;
b2Body* m_bodyA;
b2Body* m_bodyB;
juce::int32 m_index;
bool m_islandFlag;
bool m_collideConnected;
void* m_userData;
};
inline b2JointType b2Joint::GetType() const
{
return m_type;
}
inline b2Body* b2Joint::GetBodyA()
{
return m_bodyA;
}
inline b2Body* b2Joint::GetBodyB()
{
return m_bodyB;
}
inline b2Joint* b2Joint::GetNext()
{
return m_next;
}
inline const b2Joint* b2Joint::GetNext() const
{
return m_next;
}
inline void* b2Joint::GetUserData() const
{
return m_userData;
}
inline void b2Joint::SetUserData(void* data)
{
m_userData = data;
}
inline bool b2Joint::GetCollideConnected() const
{
return m_collideConnected;
}
#endif
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_JOINT_H
#define B2_JOINT_H
#include "../../Common/b2Math.h"
class b2Body;
class b2Joint;
struct b2SolverData;
class b2BlockAllocator;
enum b2JointType
{
e_unknownJoint,
e_revoluteJoint,
e_prismaticJoint,
e_distanceJoint,
e_pulleyJoint,
e_mouseJoint,
e_gearJoint,
e_wheelJoint,
e_weldJoint,
e_frictionJoint,
e_ropeJoint
};
enum b2LimitState
{
e_inactiveLimit,
e_atLowerLimit,
e_atUpperLimit,
e_equalLimits
};
struct b2Jacobian
{
b2Vec2 linear;
float32 angularA;
float32 angularB;
};
/// A joint edge is used to connect bodies and joints together
/// in a joint graph where each body is a node and each joint
/// is an edge. A joint edge belongs to a doubly linked list
/// maintained in each attached body. Each joint has two joint
/// nodes, one for each attached body.
struct b2JointEdge
{
b2Body* other; ///< provides quick access to the other body attached.
b2Joint* joint; ///< the joint
b2JointEdge* prev; ///< the previous joint edge in the body's joint list
b2JointEdge* next; ///< the next joint edge in the body's joint list
};
/// Joint definitions are used to construct joints.
struct b2JointDef
{
b2JointDef()
{
type = e_unknownJoint;
userData = NULL;
bodyA = NULL;
bodyB = NULL;
collideConnected = false;
}
/// The joint type is set automatically for concrete joint types.
b2JointType type;
/// Use this to attach application specific data to your joints.
void* userData;
/// The first attached body.
b2Body* bodyA;
/// The second attached body.
b2Body* bodyB;
/// Set this flag to true if the attached bodies should collide.
bool collideConnected;
};
/// The base joint class. Joints are used to constraint two bodies together in
/// various fashions. Some joints also feature limits and motors.
class b2Joint
{
public:
/// Get the type of the concrete joint.
b2JointType GetType() const;
/// Get the first body attached to this joint.
b2Body* GetBodyA();
/// Get the second body attached to this joint.
b2Body* GetBodyB();
/// Get the anchor point on bodyA in world coordinates.
virtual b2Vec2 GetAnchorA() const = 0;
/// Get the anchor point on bodyB in world coordinates.
virtual b2Vec2 GetAnchorB() const = 0;
/// Get the reaction force on bodyB at the joint anchor in Newtons.
virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
/// Get the reaction torque on bodyB in N*m.
virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
/// Get the next joint the world joint list.
b2Joint* GetNext();
const b2Joint* GetNext() const;
/// Get the user data pointer.
void* GetUserData() const;
/// Set the user data pointer.
void SetUserData(void* data);
/// Short-cut function to determine if either body is inactive.
bool IsActive() const;
/// Get collide connected.
/// Note: modifying the collide connect flag won't work correctly because
/// the flag is only checked when fixture AABBs begin to overlap.
bool GetCollideConnected() const;
/// Dump this joint to the log file.
virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
protected:
friend class b2World;
friend class b2Body;
friend class b2Island;
friend class b2GearJoint;
static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
b2Joint(const b2JointDef* def);
virtual ~b2Joint() {}
virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
// This returns true if the position errors are within tolerance.
virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
b2JointType m_type;
b2Joint* m_prev;
b2Joint* m_next;
b2JointEdge m_edgeA;
b2JointEdge m_edgeB;
b2Body* m_bodyA;
b2Body* m_bodyB;
juce::int32 m_index;
bool m_islandFlag;
bool m_collideConnected;
void* m_userData;
};
inline b2JointType b2Joint::GetType() const
{
return m_type;
}
inline b2Body* b2Joint::GetBodyA()
{
return m_bodyA;
}
inline b2Body* b2Joint::GetBodyB()
{
return m_bodyB;
}
inline b2Joint* b2Joint::GetNext()
{
return m_next;
}
inline const b2Joint* b2Joint::GetNext() const
{
return m_next;
}
inline void* b2Joint::GetUserData() const
{
return m_userData;
}
inline void b2Joint::SetUserData(void* data)
{
m_userData = data;
}
inline bool b2Joint::GetCollideConnected() const
{
return m_collideConnected;
}
#endif

View File

@ -1,217 +1,217 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2MouseJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// 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)
b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
: b2Joint(def)
{
b2Assert(def->target.IsValid());
b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f);
b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
m_targetA = def->target;
m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
m_maxForce = def->maxForce;
m_impulse.SetZero();
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
m_beta = 0.0f;
m_gamma = 0.0f;
}
void b2MouseJoint::SetTarget(const b2Vec2& target)
{
if (m_bodyB->IsAwake() == false)
{
m_bodyB->SetAwake(true);
}
m_targetA = target;
}
const b2Vec2& b2MouseJoint::GetTarget() const
{
return m_targetA;
}
void b2MouseJoint::SetMaxForce(float32 force)
{
m_maxForce = force;
}
float32 b2MouseJoint::GetMaxForce() const
{
return m_maxForce;
}
void b2MouseJoint::SetFrequency(float32 hz)
{
m_frequencyHz = hz;
}
float32 b2MouseJoint::GetFrequency() const
{
return m_frequencyHz;
}
void b2MouseJoint::SetDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
float32 b2MouseJoint::GetDampingRatio() const
{
return m_dampingRatio;
}
void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexB = m_bodyB->m_islandIndex;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassB = m_bodyB->m_invMass;
m_invIB = m_bodyB->m_invI;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qB(aB);
float32 mass = m_bodyB->GetMass();
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
// Damping coefficient
float32 d = 2.0f * mass * m_dampingRatio * omega;
// Spring stiffness
float32 k = mass * (omega * omega);
// magic formulas
// gamma has units of inverse mass.
// beta has units of inverse time.
float32 h = data.step.dt;
b2Assert(d + h * k > b2_epsilon);
m_gamma = h * (d + h * k);
if (m_gamma != 0.0f)
{
m_gamma = 1.0f / m_gamma;
}
m_beta = h * k * m_gamma;
// Compute the effective mass matrix.
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// 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]
b2Mat22 K;
K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
K.ex.y = -m_invIB * m_rB.x * m_rB.y;
K.ey.x = K.ex.y;
K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
m_mass = K.GetInverse();
m_C = cB + m_rB - m_targetA;
m_C *= m_beta;
// Cheat with some damping
wB *= 0.98f;
if (data.step.warmStarting)
{
m_impulse *= data.step.dtRatio;
vB += m_invMassB * m_impulse;
wB += m_invIB * b2Cross(m_rB, m_impulse);
}
else
{
m_impulse.SetZero();
}
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Cdot = v + cross(w, r)
b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
b2Vec2 oldImpulse = m_impulse;
m_impulse += impulse;
float32 maxImpulse = data.step.dt * m_maxForce;
if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
{
m_impulse *= maxImpulse / m_impulse.Length();
}
impulse = m_impulse - oldImpulse;
vB += m_invMassB * impulse;
wB += m_invIB * b2Cross(m_rB, impulse);
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(data);
return true;
}
b2Vec2 b2MouseJoint::GetAnchorA() const
{
return m_targetA;
}
b2Vec2 b2MouseJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
{
return inv_dt * m_impulse;
}
float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * 0.0f;
}
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2MouseJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// 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)
b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
: b2Joint(def)
{
b2Assert(def->target.IsValid());
b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f);
b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
m_targetA = def->target;
m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA);
m_maxForce = def->maxForce;
m_impulse.SetZero();
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
m_beta = 0.0f;
m_gamma = 0.0f;
}
void b2MouseJoint::SetTarget(const b2Vec2& target)
{
if (m_bodyB->IsAwake() == false)
{
m_bodyB->SetAwake(true);
}
m_targetA = target;
}
const b2Vec2& b2MouseJoint::GetTarget() const
{
return m_targetA;
}
void b2MouseJoint::SetMaxForce(float32 force)
{
m_maxForce = force;
}
float32 b2MouseJoint::GetMaxForce() const
{
return m_maxForce;
}
void b2MouseJoint::SetFrequency(float32 hz)
{
m_frequencyHz = hz;
}
float32 b2MouseJoint::GetFrequency() const
{
return m_frequencyHz;
}
void b2MouseJoint::SetDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
float32 b2MouseJoint::GetDampingRatio() const
{
return m_dampingRatio;
}
void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexB = m_bodyB->m_islandIndex;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassB = m_bodyB->m_invMass;
m_invIB = m_bodyB->m_invI;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qB(aB);
float32 mass = m_bodyB->GetMass();
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
// Damping coefficient
float32 d = 2.0f * mass * m_dampingRatio * omega;
// Spring stiffness
float32 k = mass * (omega * omega);
// magic formulas
// gamma has units of inverse mass.
// beta has units of inverse time.
float32 h = data.step.dt;
b2Assert(d + h * k > b2_epsilon);
m_gamma = h * (d + h * k);
if (m_gamma != 0.0f)
{
m_gamma = 1.0f / m_gamma;
}
m_beta = h * k * m_gamma;
// Compute the effective mass matrix.
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// 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]
b2Mat22 K;
K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma;
K.ex.y = -m_invIB * m_rB.x * m_rB.y;
K.ey.x = K.ex.y;
K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma;
m_mass = K.GetInverse();
m_C = cB + m_rB - m_targetA;
m_C *= m_beta;
// Cheat with some damping
wB *= 0.98f;
if (data.step.warmStarting)
{
m_impulse *= data.step.dtRatio;
vB += m_invMassB * m_impulse;
wB += m_invIB * b2Cross(m_rB, m_impulse);
}
else
{
m_impulse.SetZero();
}
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Cdot = v + cross(w, r)
b2Vec2 Cdot = vB + b2Cross(wB, m_rB);
b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse));
b2Vec2 oldImpulse = m_impulse;
m_impulse += impulse;
float32 maxImpulse = data.step.dt * m_maxForce;
if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
{
m_impulse *= maxImpulse / m_impulse.Length();
}
impulse = m_impulse - oldImpulse;
vB += m_invMassB * impulse;
wB += m_invIB * b2Cross(m_rB, impulse);
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data)
{
B2_NOT_USED(data);
return true;
}
b2Vec2 b2MouseJoint::GetAnchorA() const
{
return m_targetA;
}
b2Vec2 b2MouseJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
{
return inv_dt * m_impulse;
}
float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * 0.0f;
}

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@ -1,126 +1,126 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_MOUSE_JOINT_H
#define B2_MOUSE_JOINT_H
#include "b2Joint.h"
/// Mouse joint definition. This requires a world target point,
/// tuning parameters, and the time step.
struct b2MouseJointDef : public b2JointDef
{
b2MouseJointDef()
{
type = e_mouseJoint;
target.Set(0.0f, 0.0f);
maxForce = 0.0f;
frequencyHz = 5.0f;
dampingRatio = 0.7f;
}
/// The initial world target point. This is assumed
/// to coincide with the body anchor initially.
b2Vec2 target;
/// The maximum constraint force that can be exerted
/// to move the candidate body. Usually you will express
/// as some multiple of the weight (multiplier * mass * gravity).
float32 maxForce;
/// The response speed.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// 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.
/// NOTE: this joint is not documented in the manual because it was
/// developed to be used in the testbed. If you want to learn how to
/// use the mouse joint, look at the testbed.
class b2MouseJoint : public b2Joint
{
public:
/// Implements b2Joint.
b2Vec2 GetAnchorA() const;
/// Implements b2Joint.
b2Vec2 GetAnchorB() const;
/// Implements b2Joint.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Implements b2Joint.
float32 GetReactionTorque(float32 inv_dt) const;
/// Use this to update the target point.
void SetTarget(const b2Vec2& target);
const b2Vec2& GetTarget() const;
/// Set/get the maximum force in Newtons.
void SetMaxForce(float32 force);
float32 GetMaxForce() const;
/// Set/get the frequency in Hertz.
void SetFrequency(float32 hz);
float32 GetFrequency() const;
/// Set/get the damping ratio (dimensionless).
void SetDampingRatio(float32 ratio);
float32 GetDampingRatio() const;
/// The mouse joint does not support dumping.
void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
protected:
friend class b2Joint;
b2MouseJoint(const b2MouseJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchorB;
b2Vec2 m_targetA;
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_beta;
// Solver shared
b2Vec2 m_impulse;
float32 m_maxForce;
float32 m_gamma;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_rB;
b2Vec2 m_localCenterB;
float32 m_invMassB;
float32 m_invIB;
b2Mat22 m_mass;
b2Vec2 m_C;
};
#endif
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_MOUSE_JOINT_H
#define B2_MOUSE_JOINT_H
#include "b2Joint.h"
/// Mouse joint definition. This requires a world target point,
/// tuning parameters, and the time step.
struct b2MouseJointDef : public b2JointDef
{
b2MouseJointDef()
{
type = e_mouseJoint;
target.Set(0.0f, 0.0f);
maxForce = 0.0f;
frequencyHz = 5.0f;
dampingRatio = 0.7f;
}
/// The initial world target point. This is assumed
/// to coincide with the body anchor initially.
b2Vec2 target;
/// The maximum constraint force that can be exerted
/// to move the candidate body. Usually you will express
/// as some multiple of the weight (multiplier * mass * gravity).
float32 maxForce;
/// The response speed.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// 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.
/// NOTE: this joint is not documented in the manual because it was
/// developed to be used in the testbed. If you want to learn how to
/// use the mouse joint, look at the testbed.
class b2MouseJoint : public b2Joint
{
public:
/// Implements b2Joint.
b2Vec2 GetAnchorA() const;
/// Implements b2Joint.
b2Vec2 GetAnchorB() const;
/// Implements b2Joint.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Implements b2Joint.
float32 GetReactionTorque(float32 inv_dt) const;
/// Use this to update the target point.
void SetTarget(const b2Vec2& target);
const b2Vec2& GetTarget() const;
/// Set/get the maximum force in Newtons.
void SetMaxForce(float32 force);
float32 GetMaxForce() const;
/// Set/get the frequency in Hertz.
void SetFrequency(float32 hz);
float32 GetFrequency() const;
/// Set/get the damping ratio (dimensionless).
void SetDampingRatio(float32 ratio);
float32 GetDampingRatio() const;
/// The mouse joint does not support dumping.
void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
protected:
friend class b2Joint;
b2MouseJoint(const b2MouseJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchorB;
b2Vec2 m_targetA;
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_beta;
// Solver shared
b2Vec2 m_impulse;
float32 m_maxForce;
float32 m_gamma;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_rB;
b2Vec2 m_localCenterB;
float32 m_invMassB;
float32 m_invIB;
b2Mat22 m_mass;
b2Vec2 m_C;
};
#endif

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@ -1,196 +1,196 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_PRISMATIC_JOINT_H
#define B2_PRISMATIC_JOINT_H
#include "b2Joint.h"
/// Prismatic joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct b2PrismaticJointDef : public b2JointDef
{
b2PrismaticJointDef()
{
type = e_prismaticJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
referenceAngle = 0.0f;
enableLimit = false;
lowerTranslation = 0.0f;
upperTranslation = 0.0f;
enableMotor = false;
maxMotorForce = 0.0f;
motorSpeed = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and unit world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The local translation unit axis in bodyA.
b2Vec2 localAxisA;
/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
float32 referenceAngle;
/// Enable/disable the joint limit.
bool enableLimit;
/// The lower translation limit, usually in meters.
float32 lowerTranslation;
/// The upper translation limit, usually in meters.
float32 upperTranslation;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorForce;
/// The desired motor speed in radians per second.
float32 motorSpeed;
};
/// A prismatic joint. This joint provides one degree of freedom: translation
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
/// use a joint limit to restrict the range of motion and a joint motor to
/// drive the motion or to model joint friction.
class b2PrismaticJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// The local joint axis relative to bodyA.
const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit, usually in meters.
float32 GetLowerLimit() const;
/// Get the upper joint limit, usually in meters.
float32 GetUpperLimit() const;
/// Set the joint limits, usually in meters.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in meters per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in meters per second.
float32 GetMotorSpeed() const;
/// Set the maximum motor force, usually in N.
void SetMaxMotorForce(float32 force);
float32 GetMaxMotorForce() const { return m_maxMotorForce; }
/// Get the current motor force given the inverse time step, usually in N.
float32 GetMotorForce(float32 inv_dt) const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
friend class b2GearJoint;
b2PrismaticJoint(const b2PrismaticJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_referenceAngle;
b2Vec3 m_impulse;
float32 m_motorImpulse;
float32 m_lowerTranslation;
float32 m_upperTranslation;
float32 m_maxMotorForce;
float32 m_motorSpeed;
bool m_enableLimit;
bool m_enableMotor;
b2LimitState m_limitState;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_axis, m_perp;
float32 m_s1, m_s2;
float32 m_a1, m_a2;
b2Mat33 m_K;
float32 m_motorMass;
};
inline float32 b2PrismaticJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_PRISMATIC_JOINT_H
#define B2_PRISMATIC_JOINT_H
#include "b2Joint.h"
/// Prismatic joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct b2PrismaticJointDef : public b2JointDef
{
b2PrismaticJointDef()
{
type = e_prismaticJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
referenceAngle = 0.0f;
enableLimit = false;
lowerTranslation = 0.0f;
upperTranslation = 0.0f;
enableMotor = false;
maxMotorForce = 0.0f;
motorSpeed = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and unit world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The local translation unit axis in bodyA.
b2Vec2 localAxisA;
/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
float32 referenceAngle;
/// Enable/disable the joint limit.
bool enableLimit;
/// The lower translation limit, usually in meters.
float32 lowerTranslation;
/// The upper translation limit, usually in meters.
float32 upperTranslation;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorForce;
/// The desired motor speed in radians per second.
float32 motorSpeed;
};
/// A prismatic joint. This joint provides one degree of freedom: translation
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
/// use a joint limit to restrict the range of motion and a joint motor to
/// drive the motion or to model joint friction.
class b2PrismaticJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// The local joint axis relative to bodyA.
const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit, usually in meters.
float32 GetLowerLimit() const;
/// Get the upper joint limit, usually in meters.
float32 GetUpperLimit() const;
/// Set the joint limits, usually in meters.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in meters per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in meters per second.
float32 GetMotorSpeed() const;
/// Set the maximum motor force, usually in N.
void SetMaxMotorForce(float32 force);
float32 GetMaxMotorForce() const { return m_maxMotorForce; }
/// Get the current motor force given the inverse time step, usually in N.
float32 GetMotorForce(float32 inv_dt) const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
friend class b2GearJoint;
b2PrismaticJoint(const b2PrismaticJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_referenceAngle;
b2Vec3 m_impulse;
float32 m_motorImpulse;
float32 m_lowerTranslation;
float32 m_upperTranslation;
float32 m_maxMotorForce;
float32 m_motorSpeed;
bool m_enableLimit;
bool m_enableMotor;
b2LimitState m_limitState;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_axis, m_perp;
float32 m_s1, m_s2;
float32 m_a1, m_a2;
b2Mat33 m_K;
float32 m_motorMass;
};
inline float32 b2PrismaticJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif

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@ -1,332 +1,332 @@
/*
* Copyright (c) 2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2PulleyJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Pulley:
// length1 = norm(p1 - s1)
// length2 = norm(p2 - s2)
// C0 = (length1 + ratio * length2)_initial
// C = C0 - (length1 + ratio * length2)
// u1 = (p1 - s1) / norm(p1 - s1)
// u2 = (p2 - s2) / norm(p2 - s2)
// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
// J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)]
// K = J * invM * JT
// = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
const b2Vec2& groundA, const b2Vec2& groundB,
const b2Vec2& anchorA, const b2Vec2& anchorB,
float32 r)
{
bodyA = bA;
bodyB = bB;
groundAnchorA = groundA;
groundAnchorB = groundB;
localAnchorA = bodyA->GetLocalPoint(anchorA);
localAnchorB = bodyB->GetLocalPoint(anchorB);
b2Vec2 dA = anchorA - groundA;
lengthA = dA.Length();
b2Vec2 dB = anchorB - groundB;
lengthB = dB.Length();
ratio = r;
b2Assert(ratio > b2_epsilon);
}
b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
: b2Joint(def)
{
m_groundAnchorA = def->groundAnchorA;
m_groundAnchorB = def->groundAnchorB;
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_lengthA = def->lengthA;
m_lengthB = def->lengthB;
b2Assert(def->ratio != 0.0f);
m_ratio = def->ratio;
m_constant = def->lengthA + m_ratio * def->lengthB;
m_impulse = 0.0f;
}
void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// Get the pulley axes.
m_uA = cA + m_rA - m_groundAnchorA;
m_uB = cB + m_rB - m_groundAnchorB;
float32 lengthA = m_uA.Length();
float32 lengthB = m_uB.Length();
if (lengthA > 10.0f * b2_linearSlop)
{
m_uA *= 1.0f / lengthA;
}
else
{
m_uA.SetZero();
}
if (lengthB > 10.0f * b2_linearSlop)
{
m_uB *= 1.0f / lengthB;
}
else
{
m_uB.SetZero();
}
// Compute effective mass.
float32 ruA = b2Cross(m_rA, m_uA);
float32 ruB = b2Cross(m_rB, m_uB);
float32 mA = m_invMassA + m_invIA * ruA * ruA;
float32 mB = m_invMassB + m_invIB * ruB * ruB;
m_mass = mA + m_ratio * m_ratio * mB;
if (m_mass > 0.0f)
{
m_mass = 1.0f / m_mass;
}
if (data.step.warmStarting)
{
// Scale impulses to support variable time steps.
m_impulse *= data.step.dtRatio;
// Warm starting.
b2Vec2 PA = -(m_impulse) * m_uA;
b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
vA += m_invMassA * PA;
wA += m_invIA * b2Cross(m_rA, PA);
vB += m_invMassB * PB;
wB += m_invIB * b2Cross(m_rB, PB);
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
b2Vec2 PA = -impulse * m_uA;
b2Vec2 PB = -m_ratio * impulse * m_uB;
vA += m_invMassA * PA;
wA += m_invIA * b2Cross(m_rA, PA);
vB += m_invMassB * PB;
wB += m_invIB * b2Cross(m_rB, PB);
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// Get the pulley axes.
b2Vec2 uA = cA + rA - m_groundAnchorA;
b2Vec2 uB = cB + rB - m_groundAnchorB;
float32 lengthA = uA.Length();
float32 lengthB = uB.Length();
if (lengthA > 10.0f * b2_linearSlop)
{
uA *= 1.0f / lengthA;
}
else
{
uA.SetZero();
}
if (lengthB > 10.0f * b2_linearSlop)
{
uB *= 1.0f / lengthB;
}
else
{
uB.SetZero();
}
// Compute effective mass.
float32 ruA = b2Cross(rA, uA);
float32 ruB = b2Cross(rB, uB);
float32 mA = m_invMassA + m_invIA * ruA * ruA;
float32 mB = m_invMassB + m_invIB * ruB * ruB;
float32 mass = mA + m_ratio * m_ratio * mB;
if (mass > 0.0f)
{
mass = 1.0f / mass;
}
float32 C = m_constant - lengthA - m_ratio * lengthB;
float32 linearError = b2Abs(C);
float32 impulse = -mass * C;
b2Vec2 PA = -impulse * uA;
b2Vec2 PB = -m_ratio * impulse * uB;
cA += m_invMassA * PA;
aA += m_invIA * b2Cross(rA, PA);
cB += m_invMassB * PB;
aB += m_invIB * b2Cross(rB, PB);
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return linearError < b2_linearSlop;
}
b2Vec2 b2PulleyJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2PulleyJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 P = m_impulse * m_uB;
return inv_dt * P;
}
float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
{
return m_groundAnchorA;
}
b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
{
return m_groundAnchorB;
}
float32 b2PulleyJoint::GetLengthA() const
{
b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
b2Vec2 s = m_groundAnchorA;
b2Vec2 d = p - s;
return d.Length();
}
float32 b2PulleyJoint::GetLengthB() const
{
b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
b2Vec2 s = m_groundAnchorB;
b2Vec2 d = p - s;
return d.Length();
}
float32 b2PulleyJoint::GetRatio() const
{
return m_ratio;
}
void b2PulleyJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2PulleyJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.groundAnchorA.Set(%.15lef, %.15lef);\n", m_groundAnchorA.x, m_groundAnchorA.y);
b2Log(" jd.groundAnchorB.Set(%.15lef, %.15lef);\n", m_groundAnchorB.x, m_groundAnchorB.y);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.lengthA = %.15lef;\n", m_lengthA);
b2Log(" jd.lengthB = %.15lef;\n", m_lengthB);
b2Log(" jd.ratio = %.15lef;\n", m_ratio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
/*
* Copyright (c) 2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2PulleyJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Pulley:
// length1 = norm(p1 - s1)
// length2 = norm(p2 - s2)
// C0 = (length1 + ratio * length2)_initial
// C = C0 - (length1 + ratio * length2)
// u1 = (p1 - s1) / norm(p1 - s1)
// u2 = (p2 - s2) / norm(p2 - s2)
// Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2))
// J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)]
// K = J * invM * JT
// = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2)
void b2PulleyJointDef::Initialize(b2Body* bA, b2Body* bB,
const b2Vec2& groundA, const b2Vec2& groundB,
const b2Vec2& anchorA, const b2Vec2& anchorB,
float32 r)
{
bodyA = bA;
bodyB = bB;
groundAnchorA = groundA;
groundAnchorB = groundB;
localAnchorA = bodyA->GetLocalPoint(anchorA);
localAnchorB = bodyB->GetLocalPoint(anchorB);
b2Vec2 dA = anchorA - groundA;
lengthA = dA.Length();
b2Vec2 dB = anchorB - groundB;
lengthB = dB.Length();
ratio = r;
b2Assert(ratio > b2_epsilon);
}
b2PulleyJoint::b2PulleyJoint(const b2PulleyJointDef* def)
: b2Joint(def)
{
m_groundAnchorA = def->groundAnchorA;
m_groundAnchorB = def->groundAnchorB;
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_lengthA = def->lengthA;
m_lengthB = def->lengthB;
b2Assert(def->ratio != 0.0f);
m_ratio = def->ratio;
m_constant = def->lengthA + m_ratio * def->lengthB;
m_impulse = 0.0f;
}
void b2PulleyJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// Get the pulley axes.
m_uA = cA + m_rA - m_groundAnchorA;
m_uB = cB + m_rB - m_groundAnchorB;
float32 lengthA = m_uA.Length();
float32 lengthB = m_uB.Length();
if (lengthA > 10.0f * b2_linearSlop)
{
m_uA *= 1.0f / lengthA;
}
else
{
m_uA.SetZero();
}
if (lengthB > 10.0f * b2_linearSlop)
{
m_uB *= 1.0f / lengthB;
}
else
{
m_uB.SetZero();
}
// Compute effective mass.
float32 ruA = b2Cross(m_rA, m_uA);
float32 ruB = b2Cross(m_rB, m_uB);
float32 mA = m_invMassA + m_invIA * ruA * ruA;
float32 mB = m_invMassB + m_invIB * ruB * ruB;
m_mass = mA + m_ratio * m_ratio * mB;
if (m_mass > 0.0f)
{
m_mass = 1.0f / m_mass;
}
if (data.step.warmStarting)
{
// Scale impulses to support variable time steps.
m_impulse *= data.step.dtRatio;
// Warm starting.
b2Vec2 PA = -(m_impulse) * m_uA;
b2Vec2 PB = (-m_ratio * m_impulse) * m_uB;
vA += m_invMassA * PA;
wA += m_invIA * b2Cross(m_rA, PA);
vB += m_invMassB * PB;
wB += m_invIB * b2Cross(m_rB, PB);
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2PulleyJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float32 Cdot = -b2Dot(m_uA, vpA) - m_ratio * b2Dot(m_uB, vpB);
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
b2Vec2 PA = -impulse * m_uA;
b2Vec2 PB = -m_ratio * impulse * m_uB;
vA += m_invMassA * PA;
wA += m_invIA * b2Cross(m_rA, PA);
vB += m_invMassB * PB;
wB += m_invIB * b2Cross(m_rB, PB);
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2PulleyJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// Get the pulley axes.
b2Vec2 uA = cA + rA - m_groundAnchorA;
b2Vec2 uB = cB + rB - m_groundAnchorB;
float32 lengthA = uA.Length();
float32 lengthB = uB.Length();
if (lengthA > 10.0f * b2_linearSlop)
{
uA *= 1.0f / lengthA;
}
else
{
uA.SetZero();
}
if (lengthB > 10.0f * b2_linearSlop)
{
uB *= 1.0f / lengthB;
}
else
{
uB.SetZero();
}
// Compute effective mass.
float32 ruA = b2Cross(rA, uA);
float32 ruB = b2Cross(rB, uB);
float32 mA = m_invMassA + m_invIA * ruA * ruA;
float32 mB = m_invMassB + m_invIB * ruB * ruB;
float32 mass = mA + m_ratio * m_ratio * mB;
if (mass > 0.0f)
{
mass = 1.0f / mass;
}
float32 C = m_constant - lengthA - m_ratio * lengthB;
float32 linearError = b2Abs(C);
float32 impulse = -mass * C;
b2Vec2 PA = -impulse * uA;
b2Vec2 PB = -m_ratio * impulse * uB;
cA += m_invMassA * PA;
aA += m_invIA * b2Cross(rA, PA);
cB += m_invMassB * PB;
aB += m_invIB * b2Cross(rB, PB);
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return linearError < b2_linearSlop;
}
b2Vec2 b2PulleyJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2PulleyJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2PulleyJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 P = m_impulse * m_uB;
return inv_dt * P;
}
float32 b2PulleyJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
b2Vec2 b2PulleyJoint::GetGroundAnchorA() const
{
return m_groundAnchorA;
}
b2Vec2 b2PulleyJoint::GetGroundAnchorB() const
{
return m_groundAnchorB;
}
float32 b2PulleyJoint::GetLengthA() const
{
b2Vec2 p = m_bodyA->GetWorldPoint(m_localAnchorA);
b2Vec2 s = m_groundAnchorA;
b2Vec2 d = p - s;
return d.Length();
}
float32 b2PulleyJoint::GetLengthB() const
{
b2Vec2 p = m_bodyB->GetWorldPoint(m_localAnchorB);
b2Vec2 s = m_groundAnchorB;
b2Vec2 d = p - s;
return d.Length();
}
float32 b2PulleyJoint::GetRatio() const
{
return m_ratio;
}
void b2PulleyJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2PulleyJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.groundAnchorA.Set(%.15lef, %.15lef);\n", m_groundAnchorA.x, m_groundAnchorA.y);
b2Log(" jd.groundAnchorB.Set(%.15lef, %.15lef);\n", m_groundAnchorB.x, m_groundAnchorB.y);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.lengthA = %.15lef;\n", m_lengthA);
b2Log(" jd.lengthB = %.15lef;\n", m_lengthB);
b2Log(" jd.ratio = %.15lef;\n", m_ratio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}

View File

@ -1,143 +1,143 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_PULLEY_JOINT_H
#define B2_PULLEY_JOINT_H
#include "b2Joint.h"
const float32 b2_minPulleyLength = 2.0f;
/// Pulley joint definition. This requires two ground anchors,
/// two dynamic body anchor points, and a pulley ratio.
struct b2PulleyJointDef : public b2JointDef
{
b2PulleyJointDef()
{
type = e_pulleyJoint;
groundAnchorA.Set(-1.0f, 1.0f);
groundAnchorB.Set(1.0f, 1.0f);
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
lengthA = 0.0f;
lengthB = 0.0f;
ratio = 1.0f;
collideConnected = true;
}
/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
void Initialize(b2Body* bodyA, b2Body* bodyB,
const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
const b2Vec2& anchorA, const b2Vec2& anchorB,
float32 ratio);
/// The first ground anchor in world coordinates. This point never moves.
b2Vec2 groundAnchorA;
/// The second ground anchor in world coordinates. This point never moves.
b2Vec2 groundAnchorB;
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The a reference length for the segment attached to bodyA.
float32 lengthA;
/// The a reference length for the segment attached to bodyB.
float32 lengthB;
/// The pulley ratio, used to simulate a block-and-tackle.
float32 ratio;
};
/// The pulley joint is connected to two bodies and two fixed ground points.
/// The pulley supports a ratio such that:
/// length1 + ratio * length2 <= constant
/// Yes, the force transmitted is scaled by the ratio.
/// Warning: the pulley joint can get a bit squirrelly by itself. They often
/// work better when combined with prismatic joints. You should also cover the
/// the anchor points with static shapes to prevent one side from going to
/// zero length.
class b2PulleyJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the first ground anchor.
b2Vec2 GetGroundAnchorA() const;
/// Get the second ground anchor.
b2Vec2 GetGroundAnchorB() const;
/// Get the current length of the segment attached to bodyA.
float32 GetLengthA() const;
/// Get the current length of the segment attached to bodyB.
float32 GetLengthB() const;
/// Get the pulley ratio.
float32 GetRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2PulleyJoint(const b2PulleyJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_groundAnchorA;
b2Vec2 m_groundAnchorB;
float32 m_lengthA;
float32 m_lengthB;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_constant;
float32 m_ratio;
float32 m_impulse;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_uA;
b2Vec2 m_uB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
#endif
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_PULLEY_JOINT_H
#define B2_PULLEY_JOINT_H
#include "b2Joint.h"
const float32 b2_minPulleyLength = 2.0f;
/// Pulley joint definition. This requires two ground anchors,
/// two dynamic body anchor points, and a pulley ratio.
struct b2PulleyJointDef : public b2JointDef
{
b2PulleyJointDef()
{
type = e_pulleyJoint;
groundAnchorA.Set(-1.0f, 1.0f);
groundAnchorB.Set(1.0f, 1.0f);
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
lengthA = 0.0f;
lengthB = 0.0f;
ratio = 1.0f;
collideConnected = true;
}
/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
void Initialize(b2Body* bodyA, b2Body* bodyB,
const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
const b2Vec2& anchorA, const b2Vec2& anchorB,
float32 ratio);
/// The first ground anchor in world coordinates. This point never moves.
b2Vec2 groundAnchorA;
/// The second ground anchor in world coordinates. This point never moves.
b2Vec2 groundAnchorB;
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The a reference length for the segment attached to bodyA.
float32 lengthA;
/// The a reference length for the segment attached to bodyB.
float32 lengthB;
/// The pulley ratio, used to simulate a block-and-tackle.
float32 ratio;
};
/// The pulley joint is connected to two bodies and two fixed ground points.
/// The pulley supports a ratio such that:
/// length1 + ratio * length2 <= constant
/// Yes, the force transmitted is scaled by the ratio.
/// Warning: the pulley joint can get a bit squirrelly by itself. They often
/// work better when combined with prismatic joints. You should also cover the
/// the anchor points with static shapes to prevent one side from going to
/// zero length.
class b2PulleyJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the first ground anchor.
b2Vec2 GetGroundAnchorA() const;
/// Get the second ground anchor.
b2Vec2 GetGroundAnchorB() const;
/// Get the current length of the segment attached to bodyA.
float32 GetLengthA() const;
/// Get the current length of the segment attached to bodyB.
float32 GetLengthB() const;
/// Get the pulley ratio.
float32 GetRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2PulleyJoint(const b2PulleyJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_groundAnchorA;
b2Vec2 m_groundAnchorB;
float32 m_lengthA;
float32 m_lengthB;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_constant;
float32 m_ratio;
float32 m_impulse;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_uA;
b2Vec2 m_uB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
#endif

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@ -1,204 +1,204 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_REVOLUTE_JOINT_H
#define B2_REVOLUTE_JOINT_H
#include "b2Joint.h"
/// Revolute joint definition. This requires defining an
/// anchor point where the bodies are joined. The definition
/// uses local anchor points so that the initial configuration
/// can violate the constraint slightly. You also need to
/// specify the initial relative angle for joint limits. This
/// helps when saving and loading a game.
/// The local anchor points are measured from the body's origin
/// rather than the center of mass because:
/// 1. you might not know where the center of mass will be.
/// 2. if you add/remove shapes from a body and recompute the mass,
/// the joints will be broken.
struct b2RevoluteJointDef : public b2JointDef
{
b2RevoluteJointDef()
{
type = e_revoluteJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
referenceAngle = 0.0f;
lowerAngle = 0.0f;
upperAngle = 0.0f;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
enableLimit = false;
enableMotor = false;
}
/// Initialize the bodies, anchors, and reference angle using a world
/// anchor point.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The bodyB angle minus bodyA angle in the reference state (radians).
float32 referenceAngle;
/// A flag to enable joint limits.
bool enableLimit;
/// The lower angle for the joint limit (radians).
float32 lowerAngle;
/// The upper angle for the joint limit (radians).
float32 upperAngle;
/// A flag to enable the joint motor.
bool enableMotor;
/// The desired motor speed. Usually in radians per second.
float32 motorSpeed;
/// The maximum motor torque used to achieve the desired motor speed.
/// Usually in N-m.
float32 maxMotorTorque;
};
/// A revolute joint constrains two bodies to share a common point while they
/// are free to rotate about the point. The relative rotation about the shared
/// point is the joint angle. You can limit the relative rotation with
/// a joint limit that specifies a lower and upper angle. You can use a motor
/// to drive the relative rotation about the shared point. A maximum motor torque
/// is provided so that infinite forces are not generated.
class b2RevoluteJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Get the current joint angle in radians.
float32 GetJointAngle() const;
/// Get the current joint angle speed in radians per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit in radians.
float32 GetLowerLimit() const;
/// Get the upper joint limit in radians.
float32 GetUpperLimit() const;
/// Set the joint limits in radians.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed in radians per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed in radians per second.
float32 GetMotorSpeed() const;
/// Set the maximum motor torque, usually in N-m.
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque due to the joint limit given the inverse time step.
/// Unit is N*m.
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the current motor torque given the inverse time step.
/// Unit is N*m.
float32 GetMotorTorque(float32 inv_dt) const;
/// Dump to b2Log.
void Dump();
protected:
friend class b2Joint;
friend class b2GearJoint;
b2RevoluteJoint(const b2RevoluteJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec3 m_impulse;
float32 m_motorImpulse;
bool m_enableMotor;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableLimit;
float32 m_referenceAngle;
float32 m_lowerAngle;
float32 m_upperAngle;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass; // effective mass for point-to-point constraint.
float32 m_motorMass; // effective mass for motor/limit angular constraint.
b2LimitState m_limitState;
};
inline float32 b2RevoluteJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_REVOLUTE_JOINT_H
#define B2_REVOLUTE_JOINT_H
#include "b2Joint.h"
/// Revolute joint definition. This requires defining an
/// anchor point where the bodies are joined. The definition
/// uses local anchor points so that the initial configuration
/// can violate the constraint slightly. You also need to
/// specify the initial relative angle for joint limits. This
/// helps when saving and loading a game.
/// The local anchor points are measured from the body's origin
/// rather than the center of mass because:
/// 1. you might not know where the center of mass will be.
/// 2. if you add/remove shapes from a body and recompute the mass,
/// the joints will be broken.
struct b2RevoluteJointDef : public b2JointDef
{
b2RevoluteJointDef()
{
type = e_revoluteJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
referenceAngle = 0.0f;
lowerAngle = 0.0f;
upperAngle = 0.0f;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
enableLimit = false;
enableMotor = false;
}
/// Initialize the bodies, anchors, and reference angle using a world
/// anchor point.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The bodyB angle minus bodyA angle in the reference state (radians).
float32 referenceAngle;
/// A flag to enable joint limits.
bool enableLimit;
/// The lower angle for the joint limit (radians).
float32 lowerAngle;
/// The upper angle for the joint limit (radians).
float32 upperAngle;
/// A flag to enable the joint motor.
bool enableMotor;
/// The desired motor speed. Usually in radians per second.
float32 motorSpeed;
/// The maximum motor torque used to achieve the desired motor speed.
/// Usually in N-m.
float32 maxMotorTorque;
};
/// A revolute joint constrains two bodies to share a common point while they
/// are free to rotate about the point. The relative rotation about the shared
/// point is the joint angle. You can limit the relative rotation with
/// a joint limit that specifies a lower and upper angle. You can use a motor
/// to drive the relative rotation about the shared point. A maximum motor torque
/// is provided so that infinite forces are not generated.
class b2RevoluteJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Get the current joint angle in radians.
float32 GetJointAngle() const;
/// Get the current joint angle speed in radians per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit in radians.
float32 GetLowerLimit() const;
/// Get the upper joint limit in radians.
float32 GetUpperLimit() const;
/// Set the joint limits in radians.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed in radians per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed in radians per second.
float32 GetMotorSpeed() const;
/// Set the maximum motor torque, usually in N-m.
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque due to the joint limit given the inverse time step.
/// Unit is N*m.
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the current motor torque given the inverse time step.
/// Unit is N*m.
float32 GetMotorTorque(float32 inv_dt) const;
/// Dump to b2Log.
void Dump();
protected:
friend class b2Joint;
friend class b2GearJoint;
b2RevoluteJoint(const b2RevoluteJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec3 m_impulse;
float32 m_motorImpulse;
bool m_enableMotor;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableLimit;
float32 m_referenceAngle;
float32 m_lowerAngle;
float32 m_upperAngle;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass; // effective mass for point-to-point constraint.
float32 m_motorMass; // effective mass for motor/limit angular constraint.
b2LimitState m_limitState;
};
inline float32 b2RevoluteJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif

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@ -1,241 +1,241 @@
/*
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2RopeJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Limit:
// C = norm(pB - pA) - L
// u = (pB - pA) / norm(pB - pA)
// Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))
// J = [-u -cross(rA, u) u cross(rB, u)]
// K = J * invM * JT
// = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2
b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_maxLength = def->maxLength;
m_mass = 0.0f;
m_impulse = 0.0f;
m_state = e_inactiveLimit;
m_length = 0.0f;
}
void b2RopeJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
m_u = cB + m_rB - cA - m_rA;
m_length = m_u.Length();
float32 C = m_length - m_maxLength;
if (C > 0.0f)
{
m_state = e_atUpperLimit;
}
else
{
m_state = e_inactiveLimit;
}
if (m_length > b2_linearSlop)
{
m_u *= 1.0f / m_length;
}
else
{
m_u.SetZero();
m_mass = 0.0f;
m_impulse = 0.0f;
return;
}
// Compute effective mass.
float32 crA = b2Cross(m_rA, m_u);
float32 crB = b2Cross(m_rB, m_u);
float32 invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (data.step.warmStarting)
{
// Scale the impulse to support a variable time step.
m_impulse *= data.step.dtRatio;
b2Vec2 P = m_impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2RopeJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Cdot = dot(u, v + cross(w, r))
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float32 C = m_length - m_maxLength;
float32 Cdot = b2Dot(m_u, vpB - vpA);
// Predictive constraint.
if (C < 0.0f)
{
Cdot += data.step.inv_dt * C;
}
float32 impulse = -m_mass * Cdot;
float32 oldImpulse = m_impulse;
m_impulse = b2Min(0.0f, m_impulse + impulse);
impulse = m_impulse - oldImpulse;
b2Vec2 P = impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2RopeJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 u = cB + rB - cA - rA;
float32 length = u.Normalize();
float32 C = length - m_maxLength;
C = b2Clamp(C, 0.0f, b2_maxLinearCorrection);
float32 impulse = -m_mass * C;
b2Vec2 P = impulse * u;
cA -= m_invMassA * P;
aA -= m_invIA * b2Cross(rA, P);
cB += m_invMassB * P;
aB += m_invIB * b2Cross(rB, P);
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return length - m_maxLength < b2_linearSlop;
}
b2Vec2 b2RopeJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2RopeJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2RopeJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 F = (inv_dt * m_impulse) * m_u;
return F;
}
float32 b2RopeJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
float32 b2RopeJoint::GetMaxLength() const
{
return m_maxLength;
}
b2LimitState b2RopeJoint::GetLimitState() const
{
return m_state;
}
void b2RopeJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2RopeJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.maxLength = %.15lef;\n", m_maxLength);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
/*
* Copyright (c) 2007-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2RopeJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Limit:
// C = norm(pB - pA) - L
// u = (pB - pA) / norm(pB - pA)
// Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA))
// J = [-u -cross(rA, u) u cross(rB, u)]
// K = J * invM * JT
// = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2
b2RopeJoint::b2RopeJoint(const b2RopeJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_maxLength = def->maxLength;
m_mass = 0.0f;
m_impulse = 0.0f;
m_state = e_inactiveLimit;
m_length = 0.0f;
}
void b2RopeJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
m_u = cB + m_rB - cA - m_rA;
m_length = m_u.Length();
float32 C = m_length - m_maxLength;
if (C > 0.0f)
{
m_state = e_atUpperLimit;
}
else
{
m_state = e_inactiveLimit;
}
if (m_length > b2_linearSlop)
{
m_u *= 1.0f / m_length;
}
else
{
m_u.SetZero();
m_mass = 0.0f;
m_impulse = 0.0f;
return;
}
// Compute effective mass.
float32 crA = b2Cross(m_rA, m_u);
float32 crB = b2Cross(m_rB, m_u);
float32 invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB;
m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f;
if (data.step.warmStarting)
{
// Scale the impulse to support a variable time step.
m_impulse *= data.step.dtRatio;
b2Vec2 P = m_impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
}
else
{
m_impulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2RopeJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Cdot = dot(u, v + cross(w, r))
b2Vec2 vpA = vA + b2Cross(wA, m_rA);
b2Vec2 vpB = vB + b2Cross(wB, m_rB);
float32 C = m_length - m_maxLength;
float32 Cdot = b2Dot(m_u, vpB - vpA);
// Predictive constraint.
if (C < 0.0f)
{
Cdot += data.step.inv_dt * C;
}
float32 impulse = -m_mass * Cdot;
float32 oldImpulse = m_impulse;
m_impulse = b2Min(0.0f, m_impulse + impulse);
impulse = m_impulse - oldImpulse;
b2Vec2 P = impulse * m_u;
vA -= m_invMassA * P;
wA -= m_invIA * b2Cross(m_rA, P);
vB += m_invMassB * P;
wB += m_invIB * b2Cross(m_rB, P);
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2RopeJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 u = cB + rB - cA - rA;
float32 length = u.Normalize();
float32 C = length - m_maxLength;
C = b2Clamp(C, 0.0f, b2_maxLinearCorrection);
float32 impulse = -m_mass * C;
b2Vec2 P = impulse * u;
cA -= m_invMassA * P;
aA -= m_invIA * b2Cross(rA, P);
cB += m_invMassB * P;
aB += m_invIB * b2Cross(rB, P);
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return length - m_maxLength < b2_linearSlop;
}
b2Vec2 b2RopeJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2RopeJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2RopeJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 F = (inv_dt * m_impulse) * m_u;
return F;
}
float32 b2RopeJoint::GetReactionTorque(float32 inv_dt) const
{
B2_NOT_USED(inv_dt);
return 0.0f;
}
float32 b2RopeJoint::GetMaxLength() const
{
return m_maxLength;
}
b2LimitState b2RopeJoint::GetLimitState() const
{
return m_state;
}
void b2RopeJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2RopeJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.maxLength = %.15lef;\n", m_maxLength);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}

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@ -1,114 +1,114 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_ROPE_JOINT_H
#define B2_ROPE_JOINT_H
#include "b2Joint.h"
/// Rope joint definition. This requires two body anchor points and
/// a maximum lengths.
/// Note: by default the connected objects will not collide.
/// see collideConnected in b2JointDef.
struct b2RopeJointDef : public b2JointDef
{
b2RopeJointDef()
{
type = e_ropeJoint;
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
maxLength = 0.0f;
}
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The maximum length of the rope.
/// Warning: this must be larger than b2_linearSlop or
/// the joint will have no effect.
float32 maxLength;
};
/// A rope joint enforces a maximum distance between two points
/// on two bodies. It has no other effect.
/// Warning: if you attempt to change the maximum length during
/// the simulation you will get some non-physical behavior.
/// A model that would allow you to dynamically modify the length
/// would have some sponginess, so I chose not to implement it
/// that way. See b2DistanceJoint if you want to dynamically
/// control length.
class b2RopeJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set/Get the maximum length of the rope.
void SetMaxLength(float32 length) { m_maxLength = length; }
float32 GetMaxLength() const;
b2LimitState GetLimitState() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2RopeJoint(const b2RopeJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_maxLength;
float32 m_length;
float32 m_impulse;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
b2LimitState m_state;
};
#endif
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_ROPE_JOINT_H
#define B2_ROPE_JOINT_H
#include "b2Joint.h"
/// Rope joint definition. This requires two body anchor points and
/// a maximum lengths.
/// Note: by default the connected objects will not collide.
/// see collideConnected in b2JointDef.
struct b2RopeJointDef : public b2JointDef
{
b2RopeJointDef()
{
type = e_ropeJoint;
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
maxLength = 0.0f;
}
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The maximum length of the rope.
/// Warning: this must be larger than b2_linearSlop or
/// the joint will have no effect.
float32 maxLength;
};
/// A rope joint enforces a maximum distance between two points
/// on two bodies. It has no other effect.
/// Warning: if you attempt to change the maximum length during
/// the simulation you will get some non-physical behavior.
/// A model that would allow you to dynamically modify the length
/// would have some sponginess, so I chose not to implement it
/// that way. See b2DistanceJoint if you want to dynamically
/// control length.
class b2RopeJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set/Get the maximum length of the rope.
void SetMaxLength(float32 length) { m_maxLength = length; }
float32 GetMaxLength() const;
b2LimitState GetLimitState() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2RopeJoint(const b2RopeJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_maxLength;
float32 m_length;
float32 m_impulse;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
b2LimitState m_state;
};
#endif

View File

@ -1,328 +1,328 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2WeldJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Point-to-point constraint
// C = p2 - p1
// 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
// C = angle2 - angle1 - referenceAngle
// Cdot = w2 - w1
// J = [0 0 -1 0 0 1]
// K = invI1 + invI2
void b2WeldJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
{
bodyA = bA;
bodyB = bB;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
}
b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_referenceAngle = def->referenceAngle;
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
m_impulse.SetZero();
}
void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// 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]
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Mat33 K;
K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
K.ez.x = -m_rA.y * iA - m_rB.y * iB;
K.ex.y = K.ey.x;
K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
K.ez.y = m_rA.x * iA + m_rB.x * iB;
K.ex.z = K.ez.x;
K.ey.z = K.ez.y;
K.ez.z = iA + iB;
if (m_frequencyHz > 0.0f)
{
K.GetInverse22(&m_mass);
float32 invM = iA + iB;
float32 m = invM > 0.0f ? 1.0f / invM : 0.0f;
float32 C = aB - aA - m_referenceAngle;
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
// Damping coefficient
float32 d = 2.0f * m * m_dampingRatio * omega;
// Spring stiffness
float32 k = m * omega * omega;
// magic formulas
float32 h = data.step.dt;
m_gamma = h * (d + h * k);
m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
m_bias = C * h * k * m_gamma;
invM += m_gamma;
m_mass.ez.z = invM != 0.0f ? 1.0f / invM : 0.0f;
}
else
{
K.GetSymInverse33(&m_mass);
m_gamma = 0.0f;
m_bias = 0.0f;
}
if (data.step.warmStarting)
{
// Scale impulses to support a variable time step.
m_impulse *= data.step.dtRatio;
b2Vec2 P(m_impulse.x, m_impulse.y);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + m_impulse.z);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + m_impulse.z);
}
else
{
m_impulse.SetZero();
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
if (m_frequencyHz > 0.0f)
{
float32 Cdot2 = wB - wA;
float32 impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
m_impulse.z += impulse2;
wA -= iA * impulse2;
wB += iB * impulse2;
b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
m_impulse.x += impulse1.x;
m_impulse.y += impulse1.y;
b2Vec2 P = impulse1;
vA -= mA * P;
wA -= iA * b2Cross(m_rA, P);
vB += mB * P;
wB += iB * b2Cross(m_rB, P);
}
else
{
b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
float32 Cdot2 = wB - wA;
b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
b2Vec3 impulse = -b2Mul(m_mass, Cdot);
m_impulse += impulse;
b2Vec2 P(impulse.x, impulse.y);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + impulse.z);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + impulse.z);
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
float32 positionError, angularError;
b2Mat33 K;
K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
K.ez.x = -rA.y * iA - rB.y * iB;
K.ex.y = K.ey.x;
K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
K.ez.y = rA.x * iA + rB.x * iB;
K.ex.z = K.ez.x;
K.ey.z = K.ez.y;
K.ez.z = iA + iB;
if (m_frequencyHz > 0.0f)
{
b2Vec2 C1 = cB + rB - cA - rA;
positionError = C1.Length();
angularError = 0.0f;
b2Vec2 P = -K.Solve22(C1);
cA -= mA * P;
aA -= iA * b2Cross(rA, P);
cB += mB * P;
aB += iB * b2Cross(rB, P);
}
else
{
b2Vec2 C1 = cB + rB - cA - rA;
float32 C2 = aB - aA - m_referenceAngle;
positionError = C1.Length();
angularError = b2Abs(C2);
b2Vec3 C(C1.x, C1.y, C2);
b2Vec3 impulse = -K.Solve33(C);
b2Vec2 P(impulse.x, impulse.y);
cA -= mA * P;
aA -= iA * (b2Cross(rA, P) + impulse.z);
cB += mB * P;
aB += iB * (b2Cross(rB, P) + impulse.z);
}
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
}
b2Vec2 b2WeldJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2WeldJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2WeldJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 P(m_impulse.x, m_impulse.y);
return inv_dt * P;
}
float32 b2WeldJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * m_impulse.z;
}
void b2WeldJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2WeldJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.referenceAngle = %.15lef;\n", m_referenceAngle);
b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2WeldJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Point-to-point constraint
// C = p2 - p1
// 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
// C = angle2 - angle1 - referenceAngle
// Cdot = w2 - w1
// J = [0 0 -1 0 0 1]
// K = invI1 + invI2
void b2WeldJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
{
bodyA = bA;
bodyB = bB;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
referenceAngle = bodyB->GetAngle() - bodyA->GetAngle();
}
b2WeldJoint::b2WeldJoint(const b2WeldJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_referenceAngle = def->referenceAngle;
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
m_impulse.SetZero();
}
void b2WeldJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
m_rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
// 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]
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Mat33 K;
K.ex.x = mA + mB + m_rA.y * m_rA.y * iA + m_rB.y * m_rB.y * iB;
K.ey.x = -m_rA.y * m_rA.x * iA - m_rB.y * m_rB.x * iB;
K.ez.x = -m_rA.y * iA - m_rB.y * iB;
K.ex.y = K.ey.x;
K.ey.y = mA + mB + m_rA.x * m_rA.x * iA + m_rB.x * m_rB.x * iB;
K.ez.y = m_rA.x * iA + m_rB.x * iB;
K.ex.z = K.ez.x;
K.ey.z = K.ez.y;
K.ez.z = iA + iB;
if (m_frequencyHz > 0.0f)
{
K.GetInverse22(&m_mass);
float32 invM = iA + iB;
float32 m = invM > 0.0f ? 1.0f / invM : 0.0f;
float32 C = aB - aA - m_referenceAngle;
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
// Damping coefficient
float32 d = 2.0f * m * m_dampingRatio * omega;
// Spring stiffness
float32 k = m * omega * omega;
// magic formulas
float32 h = data.step.dt;
m_gamma = h * (d + h * k);
m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
m_bias = C * h * k * m_gamma;
invM += m_gamma;
m_mass.ez.z = invM != 0.0f ? 1.0f / invM : 0.0f;
}
else
{
K.GetSymInverse33(&m_mass);
m_gamma = 0.0f;
m_bias = 0.0f;
}
if (data.step.warmStarting)
{
// Scale impulses to support a variable time step.
m_impulse *= data.step.dtRatio;
b2Vec2 P(m_impulse.x, m_impulse.y);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + m_impulse.z);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + m_impulse.z);
}
else
{
m_impulse.SetZero();
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2WeldJoint::SolveVelocityConstraints(const b2SolverData& data)
{
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
if (m_frequencyHz > 0.0f)
{
float32 Cdot2 = wB - wA;
float32 impulse2 = -m_mass.ez.z * (Cdot2 + m_bias + m_gamma * m_impulse.z);
m_impulse.z += impulse2;
wA -= iA * impulse2;
wB += iB * impulse2;
b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
b2Vec2 impulse1 = -b2Mul22(m_mass, Cdot1);
m_impulse.x += impulse1.x;
m_impulse.y += impulse1.y;
b2Vec2 P = impulse1;
vA -= mA * P;
wA -= iA * b2Cross(m_rA, P);
vB += mB * P;
wB += iB * b2Cross(m_rB, P);
}
else
{
b2Vec2 Cdot1 = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA);
float32 Cdot2 = wB - wA;
b2Vec3 Cdot(Cdot1.x, Cdot1.y, Cdot2);
b2Vec3 impulse = -b2Mul(m_mass, Cdot);
m_impulse += impulse;
b2Vec2 P(impulse.x, impulse.y);
vA -= mA * P;
wA -= iA * (b2Cross(m_rA, P) + impulse.z);
vB += mB * P;
wB += iB * (b2Cross(m_rB, P) + impulse.z);
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2WeldJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
float32 positionError, angularError;
b2Mat33 K;
K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB;
K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB;
K.ez.x = -rA.y * iA - rB.y * iB;
K.ex.y = K.ey.x;
K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB;
K.ez.y = rA.x * iA + rB.x * iB;
K.ex.z = K.ez.x;
K.ey.z = K.ez.y;
K.ez.z = iA + iB;
if (m_frequencyHz > 0.0f)
{
b2Vec2 C1 = cB + rB - cA - rA;
positionError = C1.Length();
angularError = 0.0f;
b2Vec2 P = -K.Solve22(C1);
cA -= mA * P;
aA -= iA * b2Cross(rA, P);
cB += mB * P;
aB += iB * b2Cross(rB, P);
}
else
{
b2Vec2 C1 = cB + rB - cA - rA;
float32 C2 = aB - aA - m_referenceAngle;
positionError = C1.Length();
angularError = b2Abs(C2);
b2Vec3 C(C1.x, C1.y, C2);
b2Vec3 impulse = -K.Solve33(C);
b2Vec2 P(impulse.x, impulse.y);
cA -= mA * P;
aA -= iA * (b2Cross(rA, P) + impulse.z);
cB += mB * P;
aB += iB * (b2Cross(rB, P) + impulse.z);
}
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return positionError <= b2_linearSlop && angularError <= b2_angularSlop;
}
b2Vec2 b2WeldJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2WeldJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2WeldJoint::GetReactionForce(float32 inv_dt) const
{
b2Vec2 P(m_impulse.x, m_impulse.y);
return inv_dt * P;
}
float32 b2WeldJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * m_impulse.z;
}
void b2WeldJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2WeldJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.referenceAngle = %.15lef;\n", m_referenceAngle);
b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}

View File

@ -1,126 +1,126 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_WELD_JOINT_H
#define B2_WELD_JOINT_H
#include "b2Joint.h"
/// Weld joint definition. You need to specify local anchor points
/// where they are attached and the relative body angle. The position
/// of the anchor points is important for computing the reaction torque.
struct b2WeldJointDef : public b2JointDef
{
b2WeldJointDef()
{
type = e_weldJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
referenceAngle = 0.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/// Initialize the bodies, anchors, and reference angle using a world
/// anchor point.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The bodyB angle minus bodyA angle in the reference state (radians).
float32 referenceAngle;
/// The mass-spring-damper frequency in Hertz. Rotation only.
/// Disable softness with a value of 0.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// A weld joint essentially glues two bodies together. A weld joint may
/// distort somewhat because the island constraint solver is approximate.
class b2WeldJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Set/get frequency in Hz.
void SetFrequency(float32 hz) { m_frequencyHz = hz; }
float32 GetFrequency() const { return m_frequencyHz; }
/// Set/get damping ratio.
void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
float32 GetDampingRatio() const { return m_dampingRatio; }
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2WeldJoint(const b2WeldJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_bias;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_referenceAngle;
float32 m_gamma;
b2Vec3 m_impulse;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass;
};
#endif
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_WELD_JOINT_H
#define B2_WELD_JOINT_H
#include "b2Joint.h"
/// Weld joint definition. You need to specify local anchor points
/// where they are attached and the relative body angle. The position
/// of the anchor points is important for computing the reaction torque.
struct b2WeldJointDef : public b2JointDef
{
b2WeldJointDef()
{
type = e_weldJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
referenceAngle = 0.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/// Initialize the bodies, anchors, and reference angle using a world
/// anchor point.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The bodyB angle minus bodyA angle in the reference state (radians).
float32 referenceAngle;
/// The mass-spring-damper frequency in Hertz. Rotation only.
/// Disable softness with a value of 0.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// A weld joint essentially glues two bodies together. A weld joint may
/// distort somewhat because the island constraint solver is approximate.
class b2WeldJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Set/get frequency in Hz.
void SetFrequency(float32 hz) { m_frequencyHz = hz; }
float32 GetFrequency() const { return m_frequencyHz; }
/// Set/get damping ratio.
void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
float32 GetDampingRatio() const { return m_dampingRatio; }
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2WeldJoint(const b2WeldJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_bias;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_referenceAngle;
float32 m_gamma;
b2Vec3 m_impulse;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass;
};
#endif

View File

@ -1,419 +1,419 @@
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2WheelJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Linear constraint (point-to-line)
// d = pB - pA = xB + rB - xA - rA
// C = dot(ay, d)
// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
// = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
// Spring linear constraint
// C = dot(ax, d)
// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
// Motor rotational constraint
// Cdot = wB - wA
// J = [0 0 -1 0 0 1]
void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
{
bodyA = bA;
bodyB = bB;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
localAxisA = bodyA->GetLocalVector(axis);
}
b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_localXAxisA = def->localAxisA;
m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
m_mass = 0.0f;
m_impulse = 0.0f;
m_motorMass = 0.0f;
m_motorImpulse = 0.0f;
m_springMass = 0.0f;
m_springImpulse = 0.0f;
m_maxMotorTorque = def->maxMotorTorque;
m_motorSpeed = def->motorSpeed;
m_enableMotor = def->enableMotor;
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
m_bias = 0.0f;
m_gamma = 0.0f;
m_ax.SetZero();
m_ay.SetZero();
}
void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
// Compute the effective masses.
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 d = cB + rB - cA - rA;
// Point to line constraint
{
m_ay = b2Mul(qA, m_localYAxisA);
m_sAy = b2Cross(d + rA, m_ay);
m_sBy = b2Cross(rB, m_ay);
m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;
if (m_mass > 0.0f)
{
m_mass = 1.0f / m_mass;
}
}
// Spring constraint
m_springMass = 0.0f;
m_bias = 0.0f;
m_gamma = 0.0f;
if (m_frequencyHz > 0.0f)
{
m_ax = b2Mul(qA, m_localXAxisA);
m_sAx = b2Cross(d + rA, m_ax);
m_sBx = b2Cross(rB, m_ax);
float32 invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;
if (invMass > 0.0f)
{
m_springMass = 1.0f / invMass;
float32 C = b2Dot(d, m_ax);
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
// Damping coefficient
float32 damp = 2.0f * m_springMass * m_dampingRatio * omega;
// Spring stiffness
float32 k = m_springMass * omega * omega;
// magic formulas
float32 h = data.step.dt;
m_gamma = h * (damp + h * k);
if (m_gamma > 0.0f)
{
m_gamma = 1.0f / m_gamma;
}
m_bias = C * h * k * m_gamma;
m_springMass = invMass + m_gamma;
if (m_springMass > 0.0f)
{
m_springMass = 1.0f / m_springMass;
}
}
}
else
{
m_springImpulse = 0.0f;
}
// Rotational motor
if (m_enableMotor)
{
m_motorMass = iA + iB;
if (m_motorMass > 0.0f)
{
m_motorMass = 1.0f / m_motorMass;
}
}
else
{
m_motorMass = 0.0f;
m_motorImpulse = 0.0f;
}
if (data.step.warmStarting)
{
// Account for variable time step.
m_impulse *= data.step.dtRatio;
m_springImpulse *= data.step.dtRatio;
m_motorImpulse *= data.step.dtRatio;
b2Vec2 P = m_impulse * m_ay + m_springImpulse * m_ax;
float32 LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse;
float32 LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse;
vA -= m_invMassA * P;
wA -= m_invIA * LA;
vB += m_invMassB * P;
wB += m_invIB * LB;
}
else
{
m_impulse = 0.0f;
m_springImpulse = 0.0f;
m_motorImpulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data)
{
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Solve spring constraint
{
float32 Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
m_springImpulse += impulse;
b2Vec2 P = impulse * m_ax;
float32 LA = impulse * m_sAx;
float32 LB = impulse * m_sBx;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
// Solve rotational motor constraint
{
float32 Cdot = wB - wA - m_motorSpeed;
float32 impulse = -m_motorMass * Cdot;
float32 oldImpulse = m_motorImpulse;
float32 maxImpulse = data.step.dt * m_maxMotorTorque;
m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_motorImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve point to line constraint
{
float32 Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
b2Vec2 P = impulse * m_ay;
float32 LA = impulse * m_sAy;
float32 LB = impulse * m_sBy;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 d = (cB - cA) + rB - rA;
b2Vec2 ay = b2Mul(qA, m_localYAxisA);
float32 sAy = b2Cross(d + rA, ay);
float32 sBy = b2Cross(rB, ay);
float32 C = b2Dot(d, ay);
float32 k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;
float32 impulse;
if (k != 0.0f)
{
impulse = - C / k;
}
else
{
impulse = 0.0f;
}
b2Vec2 P = impulse * ay;
float32 LA = impulse * sAy;
float32 LB = impulse * sBy;
cA -= m_invMassA * P;
aA -= m_invIA * LA;
cB += m_invMassB * P;
aB += m_invIB * LB;
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return b2Abs(C) <= b2_linearSlop;
}
b2Vec2 b2WheelJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2WheelJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2WheelJoint::GetReactionForce(float32 inv_dt) const
{
return inv_dt * (m_impulse * m_ay + m_springImpulse * m_ax);
}
float32 b2WheelJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * m_motorImpulse;
}
float32 b2WheelJoint::GetJointTranslation() const
{
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA);
b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB);
b2Vec2 d = pB - pA;
b2Vec2 axis = bA->GetWorldVector(m_localXAxisA);
float32 translation = b2Dot(d, axis);
return translation;
}
float32 b2WheelJoint::GetJointSpeed() const
{
float32 wA = m_bodyA->m_angularVelocity;
float32 wB = m_bodyB->m_angularVelocity;
return wB - wA;
}
bool b2WheelJoint::IsMotorEnabled() const
{
return m_enableMotor;
}
void b2WheelJoint::EnableMotor(bool flag)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_enableMotor = flag;
}
void b2WheelJoint::SetMotorSpeed(float32 speed)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_motorSpeed = speed;
}
void b2WheelJoint::SetMaxMotorTorque(float32 torque)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_maxMotorTorque = torque;
}
float32 b2WheelJoint::GetMotorTorque(float32 inv_dt) const
{
return inv_dt * m_motorImpulse;
}
void b2WheelJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2WheelJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
b2Log(" jd.enableMotor = bool(%d);\n", m_enableMotor);
b2Log(" jd.motorSpeed = %.15lef;\n", m_motorSpeed);
b2Log(" jd.maxMotorTorque = %.15lef;\n", m_maxMotorTorque);
b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}
/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* 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.
*/
#include "b2WheelJoint.h"
#include "../b2Body.h"
#include "../b2TimeStep.h"
// Linear constraint (point-to-line)
// d = pB - pA = xB + rB - xA - rA
// C = dot(ay, d)
// Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, rA))
// = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, ay), vB)
// J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)]
// Spring linear constraint
// C = dot(ax, d)
// Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + dot(cross(rB, ax), vB)
// J = [-ax -cross(d+rA, ax) ax cross(rB, ax)]
// Motor rotational constraint
// Cdot = wB - wA
// J = [0 0 -1 0 0 1]
void b2WheelJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor, const b2Vec2& axis)
{
bodyA = bA;
bodyB = bB;
localAnchorA = bodyA->GetLocalPoint(anchor);
localAnchorB = bodyB->GetLocalPoint(anchor);
localAxisA = bodyA->GetLocalVector(axis);
}
b2WheelJoint::b2WheelJoint(const b2WheelJointDef* def)
: b2Joint(def)
{
m_localAnchorA = def->localAnchorA;
m_localAnchorB = def->localAnchorB;
m_localXAxisA = def->localAxisA;
m_localYAxisA = b2Cross(1.0f, m_localXAxisA);
m_mass = 0.0f;
m_impulse = 0.0f;
m_motorMass = 0.0f;
m_motorImpulse = 0.0f;
m_springMass = 0.0f;
m_springImpulse = 0.0f;
m_maxMotorTorque = def->maxMotorTorque;
m_motorSpeed = def->motorSpeed;
m_enableMotor = def->enableMotor;
m_frequencyHz = def->frequencyHz;
m_dampingRatio = def->dampingRatio;
m_bias = 0.0f;
m_gamma = 0.0f;
m_ax.SetZero();
m_ay.SetZero();
}
void b2WheelJoint::InitVelocityConstraints(const b2SolverData& data)
{
m_indexA = m_bodyA->m_islandIndex;
m_indexB = m_bodyB->m_islandIndex;
m_localCenterA = m_bodyA->m_sweep.localCenter;
m_localCenterB = m_bodyB->m_sweep.localCenter;
m_invMassA = m_bodyA->m_invMass;
m_invMassB = m_bodyB->m_invMass;
m_invIA = m_bodyA->m_invI;
m_invIB = m_bodyB->m_invI;
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
b2Rot qA(aA), qB(aB);
// Compute the effective masses.
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 d = cB + rB - cA - rA;
// Point to line constraint
{
m_ay = b2Mul(qA, m_localYAxisA);
m_sAy = b2Cross(d + rA, m_ay);
m_sBy = b2Cross(rB, m_ay);
m_mass = mA + mB + iA * m_sAy * m_sAy + iB * m_sBy * m_sBy;
if (m_mass > 0.0f)
{
m_mass = 1.0f / m_mass;
}
}
// Spring constraint
m_springMass = 0.0f;
m_bias = 0.0f;
m_gamma = 0.0f;
if (m_frequencyHz > 0.0f)
{
m_ax = b2Mul(qA, m_localXAxisA);
m_sAx = b2Cross(d + rA, m_ax);
m_sBx = b2Cross(rB, m_ax);
float32 invMass = mA + mB + iA * m_sAx * m_sAx + iB * m_sBx * m_sBx;
if (invMass > 0.0f)
{
m_springMass = 1.0f / invMass;
float32 C = b2Dot(d, m_ax);
// Frequency
float32 omega = 2.0f * b2_pi * m_frequencyHz;
// Damping coefficient
float32 damp = 2.0f * m_springMass * m_dampingRatio * omega;
// Spring stiffness
float32 k = m_springMass * omega * omega;
// magic formulas
float32 h = data.step.dt;
m_gamma = h * (damp + h * k);
if (m_gamma > 0.0f)
{
m_gamma = 1.0f / m_gamma;
}
m_bias = C * h * k * m_gamma;
m_springMass = invMass + m_gamma;
if (m_springMass > 0.0f)
{
m_springMass = 1.0f / m_springMass;
}
}
}
else
{
m_springImpulse = 0.0f;
}
// Rotational motor
if (m_enableMotor)
{
m_motorMass = iA + iB;
if (m_motorMass > 0.0f)
{
m_motorMass = 1.0f / m_motorMass;
}
}
else
{
m_motorMass = 0.0f;
m_motorImpulse = 0.0f;
}
if (data.step.warmStarting)
{
// Account for variable time step.
m_impulse *= data.step.dtRatio;
m_springImpulse *= data.step.dtRatio;
m_motorImpulse *= data.step.dtRatio;
b2Vec2 P = m_impulse * m_ay + m_springImpulse * m_ax;
float32 LA = m_impulse * m_sAy + m_springImpulse * m_sAx + m_motorImpulse;
float32 LB = m_impulse * m_sBy + m_springImpulse * m_sBx + m_motorImpulse;
vA -= m_invMassA * P;
wA -= m_invIA * LA;
vB += m_invMassB * P;
wB += m_invIB * LB;
}
else
{
m_impulse = 0.0f;
m_springImpulse = 0.0f;
m_motorImpulse = 0.0f;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
void b2WheelJoint::SolveVelocityConstraints(const b2SolverData& data)
{
float32 mA = m_invMassA, mB = m_invMassB;
float32 iA = m_invIA, iB = m_invIB;
b2Vec2 vA = data.velocities[m_indexA].v;
float32 wA = data.velocities[m_indexA].w;
b2Vec2 vB = data.velocities[m_indexB].v;
float32 wB = data.velocities[m_indexB].w;
// Solve spring constraint
{
float32 Cdot = b2Dot(m_ax, vB - vA) + m_sBx * wB - m_sAx * wA;
float32 impulse = -m_springMass * (Cdot + m_bias + m_gamma * m_springImpulse);
m_springImpulse += impulse;
b2Vec2 P = impulse * m_ax;
float32 LA = impulse * m_sAx;
float32 LB = impulse * m_sBx;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
// Solve rotational motor constraint
{
float32 Cdot = wB - wA - m_motorSpeed;
float32 impulse = -m_motorMass * Cdot;
float32 oldImpulse = m_motorImpulse;
float32 maxImpulse = data.step.dt * m_maxMotorTorque;
m_motorImpulse = b2Clamp(m_motorImpulse + impulse, -maxImpulse, maxImpulse);
impulse = m_motorImpulse - oldImpulse;
wA -= iA * impulse;
wB += iB * impulse;
}
// Solve point to line constraint
{
float32 Cdot = b2Dot(m_ay, vB - vA) + m_sBy * wB - m_sAy * wA;
float32 impulse = -m_mass * Cdot;
m_impulse += impulse;
b2Vec2 P = impulse * m_ay;
float32 LA = impulse * m_sAy;
float32 LB = impulse * m_sBy;
vA -= mA * P;
wA -= iA * LA;
vB += mB * P;
wB += iB * LB;
}
data.velocities[m_indexA].v = vA;
data.velocities[m_indexA].w = wA;
data.velocities[m_indexB].v = vB;
data.velocities[m_indexB].w = wB;
}
bool b2WheelJoint::SolvePositionConstraints(const b2SolverData& data)
{
b2Vec2 cA = data.positions[m_indexA].c;
float32 aA = data.positions[m_indexA].a;
b2Vec2 cB = data.positions[m_indexB].c;
float32 aB = data.positions[m_indexB].a;
b2Rot qA(aA), qB(aB);
b2Vec2 rA = b2Mul(qA, m_localAnchorA - m_localCenterA);
b2Vec2 rB = b2Mul(qB, m_localAnchorB - m_localCenterB);
b2Vec2 d = (cB - cA) + rB - rA;
b2Vec2 ay = b2Mul(qA, m_localYAxisA);
float32 sAy = b2Cross(d + rA, ay);
float32 sBy = b2Cross(rB, ay);
float32 C = b2Dot(d, ay);
float32 k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy;
float32 impulse;
if (k != 0.0f)
{
impulse = - C / k;
}
else
{
impulse = 0.0f;
}
b2Vec2 P = impulse * ay;
float32 LA = impulse * sAy;
float32 LB = impulse * sBy;
cA -= m_invMassA * P;
aA -= m_invIA * LA;
cB += m_invMassB * P;
aB += m_invIB * LB;
data.positions[m_indexA].c = cA;
data.positions[m_indexA].a = aA;
data.positions[m_indexB].c = cB;
data.positions[m_indexB].a = aB;
return b2Abs(C) <= b2_linearSlop;
}
b2Vec2 b2WheelJoint::GetAnchorA() const
{
return m_bodyA->GetWorldPoint(m_localAnchorA);
}
b2Vec2 b2WheelJoint::GetAnchorB() const
{
return m_bodyB->GetWorldPoint(m_localAnchorB);
}
b2Vec2 b2WheelJoint::GetReactionForce(float32 inv_dt) const
{
return inv_dt * (m_impulse * m_ay + m_springImpulse * m_ax);
}
float32 b2WheelJoint::GetReactionTorque(float32 inv_dt) const
{
return inv_dt * m_motorImpulse;
}
float32 b2WheelJoint::GetJointTranslation() const
{
b2Body* bA = m_bodyA;
b2Body* bB = m_bodyB;
b2Vec2 pA = bA->GetWorldPoint(m_localAnchorA);
b2Vec2 pB = bB->GetWorldPoint(m_localAnchorB);
b2Vec2 d = pB - pA;
b2Vec2 axis = bA->GetWorldVector(m_localXAxisA);
float32 translation = b2Dot(d, axis);
return translation;
}
float32 b2WheelJoint::GetJointSpeed() const
{
float32 wA = m_bodyA->m_angularVelocity;
float32 wB = m_bodyB->m_angularVelocity;
return wB - wA;
}
bool b2WheelJoint::IsMotorEnabled() const
{
return m_enableMotor;
}
void b2WheelJoint::EnableMotor(bool flag)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_enableMotor = flag;
}
void b2WheelJoint::SetMotorSpeed(float32 speed)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_motorSpeed = speed;
}
void b2WheelJoint::SetMaxMotorTorque(float32 torque)
{
m_bodyA->SetAwake(true);
m_bodyB->SetAwake(true);
m_maxMotorTorque = torque;
}
float32 b2WheelJoint::GetMotorTorque(float32 inv_dt) const
{
return inv_dt * m_motorImpulse;
}
void b2WheelJoint::Dump()
{
int32 indexA = m_bodyA->m_islandIndex;
int32 indexB = m_bodyB->m_islandIndex;
b2Log(" b2WheelJointDef jd;\n");
b2Log(" jd.bodyA = bodies[%d];\n", indexA);
b2Log(" jd.bodyB = bodies[%d];\n", indexB);
b2Log(" jd.collideConnected = bool(%d);\n", m_collideConnected);
b2Log(" jd.localAnchorA.Set(%.15lef, %.15lef);\n", m_localAnchorA.x, m_localAnchorA.y);
b2Log(" jd.localAnchorB.Set(%.15lef, %.15lef);\n", m_localAnchorB.x, m_localAnchorB.y);
b2Log(" jd.localAxisA.Set(%.15lef, %.15lef);\n", m_localXAxisA.x, m_localXAxisA.y);
b2Log(" jd.enableMotor = bool(%d);\n", m_enableMotor);
b2Log(" jd.motorSpeed = %.15lef;\n", m_motorSpeed);
b2Log(" jd.maxMotorTorque = %.15lef;\n", m_maxMotorTorque);
b2Log(" jd.frequencyHz = %.15lef;\n", m_frequencyHz);
b2Log(" jd.dampingRatio = %.15lef;\n", m_dampingRatio);
b2Log(" joints[%d] = m_world->CreateJoint(&jd);\n", m_index);
}

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@ -1,213 +1,213 @@
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_WHEEL_JOINT_H
#define B2_WHEEL_JOINT_H
#include "b2Joint.h"
/// Wheel joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct b2WheelJointDef : public b2JointDef
{
b2WheelJointDef()
{
type = e_wheelJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
enableMotor = false;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
frequencyHz = 2.0f;
dampingRatio = 0.7f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The local translation axis in bodyA.
b2Vec2 localAxisA;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorTorque;
/// The desired motor speed in radians per second.
float32 motorSpeed;
/// Suspension frequency, zero indicates no suspension
float32 frequencyHz;
/// Suspension damping ratio, one indicates critical damping
float32 dampingRatio;
};
/// A wheel joint. This joint provides two degrees of freedom: translation
/// along an axis fixed in bodyA and rotation in the plane. You can use a
/// joint limit to restrict the range of motion and a joint motor to drive
/// the rotation or to model rotational friction.
/// This joint is designed for vehicle suspensions.
class b2WheelJoint : public b2Joint
{
public:
void GetDefinition(b2WheelJointDef* def) const;
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// The local joint axis relative to bodyA.
const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in radians per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in radians per second.
float32 GetMotorSpeed() const;
/// Set/Get the maximum motor force, usually in N-m.
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const;
/// Get the current motor torque given the inverse time step, usually in N-m.
float32 GetMotorTorque(float32 inv_dt) const;
/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
void SetSpringFrequencyHz(float32 hz);
float32 GetSpringFrequencyHz() const;
/// Set/Get the spring damping ratio
void SetSpringDampingRatio(float32 ratio);
float32 GetSpringDampingRatio() const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2WheelJoint(const b2WheelJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_impulse;
float32 m_motorImpulse;
float32 m_springImpulse;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableMotor;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_ax, m_ay;
float32 m_sAx, m_sBx;
float32 m_sAy, m_sBy;
float32 m_mass;
float32 m_motorMass;
float32 m_springMass;
float32 m_bias;
float32 m_gamma;
};
inline float32 b2WheelJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
inline float32 b2WheelJoint::GetMaxMotorTorque() const
{
return m_maxMotorTorque;
}
inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
{
m_frequencyHz = hz;
}
inline float32 b2WheelJoint::GetSpringFrequencyHz() const
{
return m_frequencyHz;
}
inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
inline float32 b2WheelJoint::GetSpringDampingRatio() const
{
return m_dampingRatio;
}
#endif
/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* 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.
*/
#ifndef B2_WHEEL_JOINT_H
#define B2_WHEEL_JOINT_H
#include "b2Joint.h"
/// Wheel joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct b2WheelJointDef : public b2JointDef
{
b2WheelJointDef()
{
type = e_wheelJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
enableMotor = false;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
frequencyHz = 2.0f;
dampingRatio = 0.7f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The local translation axis in bodyA.
b2Vec2 localAxisA;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorTorque;
/// The desired motor speed in radians per second.
float32 motorSpeed;
/// Suspension frequency, zero indicates no suspension
float32 frequencyHz;
/// Suspension damping ratio, one indicates critical damping
float32 dampingRatio;
};
/// A wheel joint. This joint provides two degrees of freedom: translation
/// along an axis fixed in bodyA and rotation in the plane. You can use a
/// joint limit to restrict the range of motion and a joint motor to drive
/// the rotation or to model rotational friction.
/// This joint is designed for vehicle suspensions.
class b2WheelJoint : public b2Joint
{
public:
void GetDefinition(b2WheelJointDef* def) const;
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// The local joint axis relative to bodyA.
const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in radians per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in radians per second.
float32 GetMotorSpeed() const;
/// Set/Get the maximum motor force, usually in N-m.
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const;
/// Get the current motor torque given the inverse time step, usually in N-m.
float32 GetMotorTorque(float32 inv_dt) const;
/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
void SetSpringFrequencyHz(float32 hz);
float32 GetSpringFrequencyHz() const;
/// Set/Get the spring damping ratio
void SetSpringDampingRatio(float32 ratio);
float32 GetSpringDampingRatio() const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2WheelJoint(const b2WheelJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_impulse;
float32 m_motorImpulse;
float32 m_springImpulse;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableMotor;
// Solver temp
juce::int32 m_indexA;
juce::int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_ax, m_ay;
float32 m_sAx, m_sBx;
float32 m_sAy, m_sBy;
float32 m_mass;
float32 m_motorMass;
float32 m_springMass;
float32 m_bias;
float32 m_gamma;
};
inline float32 b2WheelJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
inline float32 b2WheelJoint::GetMaxMotorTorque() const
{
return m_maxMotorTorque;
}
inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
{
m_frequencyHz = hz;
}
inline float32 b2WheelJoint::GetSpringFrequencyHz() const
{
return m_frequencyHz;
}
inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
inline float32 b2WheelJoint::GetSpringDampingRatio() const
{
return m_dampingRatio;
}
#endif