UNPKG

@awayfl/awayfl-player

Version:

Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript

389 lines (388 loc) 19 kB
/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ import { b2TimeStep } from '../b2TimeStep'; import { b2Math } from '../../Common/Math'; import { b2Settings } from '../../Common/b2Settings'; import { b2ContactConstraint } from './b2ContactConstraint'; var b2ContactSolver = /** @class */ (function () { function b2ContactSolver(step, contacts, contactCount /** int */, allocator) { this.m_step = new b2TimeStep(); this.m_constraints = []; var contact; //m_step = step; this.m_step.dt = step.dt; this.m_step.inv_dt = step.inv_dt; this.m_step.maxIterations = step.maxIterations; this.m_allocator = allocator; var i /** int */; var tVec; var tMat; this.m_constraintCount = 0; for (i = 0; i < contactCount; ++i) { // b2Assert(contacts[i].IsSolid()); contact = contacts[i]; this.m_constraintCount += contact.m_manifoldCount; } // fill array for (i = 0; i < this.m_constraintCount; i++) { this.m_constraints[i] = new b2ContactConstraint(); } var count /** int */ = 0; for (i = 0; i < contactCount; ++i) { contact = contacts[i]; var b1 = contact.m_shape1.m_body; var b2 = contact.m_shape2.m_body; var manifoldCount /** int */ = contact.m_manifoldCount; var manifolds = contact.GetManifolds(); var friction = contact.m_friction; var restitution = contact.m_restitution; //var v1:b2Vec2 = b1.m_linearVelocity.Copy(); var v1X = b1.m_linearVelocity.x; var v1Y = b1.m_linearVelocity.y; //var v2:b2Vec2 = b2.m_linearVelocity.Copy(); var v2X = b2.m_linearVelocity.x; var v2Y = b2.m_linearVelocity.y; var w1 = b1.m_angularVelocity; var w2 = b2.m_angularVelocity; for (var j /** int */ = 0; j < manifoldCount; ++j) { var manifold = manifolds[j]; //b2Settings.b2Assert(manifold.pointCount > 0); //var normal:b2Vec2 = manifold.normal.Copy(); var normalX = manifold.normal.x; var normalY = manifold.normal.y; //b2Settings.b2Assert(count < m_constraintCount); var c = this.m_constraints[count]; c.body1 = b1; //p c.body2 = b2; //p c.manifold = manifold; //p //c.normal = normal; c.normal.x = normalX; c.normal.y = normalY; c.pointCount = manifold.pointCount; c.friction = friction; c.restitution = restitution; for (var k /** uint */ = 0; k < c.pointCount; ++k) { var cp = manifold.points[k]; var ccp = c.points[k]; ccp.normalImpulse = cp.normalImpulse; ccp.tangentImpulse = cp.tangentImpulse; ccp.separation = cp.separation; ccp.positionImpulse = 0.0; ccp.localAnchor1.SetV(cp.localPoint1); ccp.localAnchor2.SetV(cp.localPoint2); var tX; var tY; //ccp->r1 = b2Mul(b1->GetXForm().R, cp->localPoint1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; var r1X = cp.localPoint1.x - b1.m_sweep.localCenter.x; var r1Y = cp.localPoint1.y - b1.m_sweep.localCenter.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; ccp.r1.Set(r1X, r1Y); //ccp->r2 = b2Mul(b2->GetXForm().R, cp->localPoint2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; var r2X = cp.localPoint2.x - b2.m_sweep.localCenter.x; var r2Y = cp.localPoint2.y - b2.m_sweep.localCenter.y; tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; ccp.r2.Set(r2X, r2Y); var r1Sqr = r1X * r1X + r1Y * r1Y; //b2Math.b2Dot(r1, r1); var r2Sqr = r2X * r2X + r2Y * r2Y; //b2Math.b2Dot(r2, r2); //var rn1:number = b2Math.b2Dot(r1, normal); var rn1 = r1X * normalX + r1Y * normalY; //var rn2:number = b2Math.b2Dot(r2, normal); var rn2 = r2X * normalX + r2Y * normalY; var kNormal = b1.m_invMass + b2.m_invMass; kNormal += b1.m_invI * (r1Sqr - rn1 * rn1) + b2.m_invI * (r2Sqr - rn2 * rn2); //b2Settings.b2Assert(kNormal > Number.MIN_VALUE); ccp.normalMass = 1.0 / kNormal; var kEqualized = b1.m_mass * b1.m_invMass + b2.m_mass * b2.m_invMass; kEqualized += b1.m_mass * b1.m_invI * (r1Sqr - rn1 * rn1) + b2.m_mass * b2.m_invI * (r2Sqr - rn2 * rn2); //b2Assert(kEqualized > Number.MIN_VALUE); ccp.equalizedMass = 1.0 / kEqualized; //var tangent:b2Vec2 = b2Math.b2CrossVF(normal, 1.0); var tangentX = normalY; var tangentY = -normalX; //var rt1:number = b2Math.b2Dot(r1, tangent); var rt1 = r1X * tangentX + r1Y * tangentY; //var rt2:number = b2Math.b2Dot(r2, tangent); var rt2 = r2X * tangentX + r2Y * tangentY; var kTangent = b1.m_invMass + b2.m_invMass; kTangent += b1.m_invI * (r1Sqr - rt1 * rt1) + b2.m_invI * (r2Sqr - rt2 * rt2); //b2Settings.b2Assert(kTangent > Number.MIN_VALUE); ccp.tangentMass = 1.0 / kTangent; // Setup a velocity bias for restitution. ccp.velocityBias = 0.0; if (ccp.separation > 0.0) { ccp.velocityBias = -60.0 * ccp.separation; // TODO_ERIN b2TimeStep } //b2Dot(c.normal, v2 + b2Cross(w2, r2) - v1 - b2Cross(w1, r1)); tX = v2X + (-w2 * r2Y) - v1X - (-w1 * r1Y); tY = v2Y + (w2 * r2X) - v1Y - (w1 * r1X); //var vRel:number = b2Dot(c.normal, t); var vRel = c.normal.x * tX + c.normal.y * tY; if (vRel < -b2Settings.b2_velocityThreshold) { ccp.velocityBias += -c.restitution * vRel; } } ++count; } } //b2Settings.b2Assert(count == m_constraintCount); } //~b2ContactSolver(); b2ContactSolver.prototype.InitVelocityConstraints = function (step) { var tVec; var tVec2; var tMat; // Warm start. for (var i /** int */ = 0; i < this.m_constraintCount; ++i) { var c = this.m_constraints[i]; var b1 = c.body1; var b2 = c.body2; var invMass1 = b1.m_invMass; var invI1 = b1.m_invI; var invMass2 = b2.m_invMass; var invI2 = b2.m_invI; //var normal:b2Vec2 = new b2Vec2(c.normal.x, c.normal.y); var normalX = c.normal.x; var normalY = c.normal.y; //var tangent:b2Vec2 = b2Math.b2CrossVF(normal, 1.0); var tangentX = normalY; var tangentY = -normalX; var tX; var j /** int */; var tCount /** int */; if (step.warmStarting) { tCount = c.pointCount; for (j = 0; j < tCount; ++j) { var ccp = c.points[j]; ccp.normalImpulse *= step.dtRatio; ccp.tangentImpulse *= step.dtRatio; //b2Vec2 P = ccp->normalImpulse * normal + ccp->tangentImpulse * tangent; var PX = ccp.normalImpulse * normalX + ccp.tangentImpulse * tangentX; var PY = ccp.normalImpulse * normalY + ccp.tangentImpulse * tangentY; //b1.m_angularVelocity -= invI1 * b2Math.b2CrossVV(r1, P); b1.m_angularVelocity -= invI1 * (ccp.r1.x * PY - ccp.r1.y * PX); //b1.m_linearVelocity.Subtract( b2Math.MulFV(invMass1, P) ); b1.m_linearVelocity.x -= invMass1 * PX; b1.m_linearVelocity.y -= invMass1 * PY; //b2.m_angularVelocity += invI2 * b2Math.b2CrossVV(r2, P); b2.m_angularVelocity += invI2 * (ccp.r2.x * PY - ccp.r2.y * PX); //b2.m_linearVelocity.Add( b2Math.MulFV(invMass2, P) ); b2.m_linearVelocity.x += invMass2 * PX; b2.m_linearVelocity.y += invMass2 * PY; } } else { tCount = c.pointCount; for (j = 0; j < tCount; ++j) { var ccp2 = c.points[j]; ccp2.normalImpulse = 0.0; ccp2.tangentImpulse = 0.0; } } } }; b2ContactSolver.prototype.SolveVelocityConstraints = function () { var j /** int */; var ccp; var r1X; var r1Y; var r2X; var r2Y; var dvX; var dvY; var vn; var vt; var lambda_n; var lambda_t; var newImpulse_n; var newImpulse_t; var PX; var PY; var tMat; var tVec; for (var i /** int */ = 0; i < this.m_constraintCount; ++i) { var c = this.m_constraints[i]; var b1 = c.body1; var b2 = c.body2; var w1 = b1.m_angularVelocity; var w2 = b2.m_angularVelocity; var v1 = b1.m_linearVelocity; var v2 = b2.m_linearVelocity; var invMass1 = b1.m_invMass; var invI1 = b1.m_invI; var invMass2 = b2.m_invMass; var invI2 = b2.m_invI; //var normal:b2Vec2 = new b2Vec2(c.normal.x, c.normal.y); var normalX = c.normal.x; var normalY = c.normal.y; //var tangent:b2Vec2 = b2Math.b2CrossVF(normal, 1.0); var tangentX = normalY; var tangentY = -normalX; var friction = c.friction; var tX; var tCount /** int */ = c.pointCount; for (j = 0; j < tCount; ++j) { ccp = c.points[j]; // Relative velocity at contact //b2Vec2 dv = v2 + b2Cross(w2, ccp->r2) - v1 - b2Cross(w1, ccp->r1); dvX = v2.x + (-w2 * ccp.r2.y) - v1.x - (-w1 * ccp.r1.y); dvY = v2.y + (w2 * ccp.r2.x) - v1.y - (w1 * ccp.r1.x); // Compute normal impulse //var vn:number = b2Math.b2Dot(dv, normal); vn = dvX * normalX + dvY * normalY; lambda_n = -ccp.normalMass * (vn - ccp.velocityBias); // Compute tangent impulse - normal vt = dvX * tangentX + dvY * tangentY; //b2Math.b2Dot(dv, tangent); lambda_t = ccp.tangentMass * (-vt); // b2Clamp the accumulated impulse - tangent newImpulse_n = b2Math.b2Max(ccp.normalImpulse + lambda_n, 0.0); lambda_n = newImpulse_n - ccp.normalImpulse; // b2Clamp the accumulated force var maxFriction = friction * ccp.normalImpulse; newImpulse_t = b2Math.b2Clamp(ccp.tangentImpulse + lambda_t, -maxFriction, maxFriction); lambda_t = newImpulse_t - ccp.tangentImpulse; // Apply contact impulse //b2Vec2 P = lambda * normal; PX = lambda_n * normalX + lambda_t * tangentX; PY = lambda_n * normalY + lambda_t * tangentY; //v1.Subtract( b2Math.MulFV( invMass1, P ) ); v1.x -= invMass1 * PX; v1.y -= invMass1 * PY; w1 -= invI1 * (ccp.r1.x * PY - ccp.r1.y * PX); //invI1 * b2Math.b2CrossVV(ccp.r1, P); //v2.Add( b2Math.MulFV( invMass2, P ) ); v2.x += invMass2 * PX; v2.y += invMass2 * PY; w2 += invI2 * (ccp.r2.x * PY - ccp.r2.y * PX); //invI2 * b2Math.b2CrossVV(ccp.r2, P); ccp.normalImpulse = newImpulse_n; ccp.tangentImpulse = newImpulse_t; } // b2Vec2s in AS3 are copied by reference. The originals are // references to the same things here and there is no need to // copy them back, unlike in C++ land where b2Vec2s are // copied by value. /*b1->m_linearVelocity = v1; b2->m_linearVelocity = v2;*/ b1.m_angularVelocity = w1; b2.m_angularVelocity = w2; } }; b2ContactSolver.prototype.FinalizeVelocityConstraints = function () { for (var i /** int */ = 0; i < this.m_constraintCount; ++i) { var c = this.m_constraints[i]; var m = c.manifold; for (var j /** int */ = 0; j < c.pointCount; ++j) { var point1 = m.points[j]; var point2 = c.points[j]; point1.normalImpulse = point2.normalImpulse; point1.tangentImpulse = point2.tangentImpulse; } } }; b2ContactSolver.prototype.SolvePositionConstraints = function (baumgarte) { var minSeparation = 0.0; var tMat; var tVec; for (var i /** int */ = 0; i < this.m_constraintCount; ++i) { var c = this.m_constraints[i]; var b1 = c.body1; var b2 = c.body2; var b1_sweep_c = b1.m_sweep.c; var b1_sweep_a = b1.m_sweep.a; var b2_sweep_c = b2.m_sweep.c; var b2_sweep_a = b2.m_sweep.a; var invMass1 = b1.m_mass * b1.m_invMass; var invI1 = b1.m_mass * b1.m_invI; var invMass2 = b2.m_mass * b2.m_invMass; var invI2 = b2.m_mass * b2.m_invI; //var normal:b2Vec2 = new b2Vec2(c.normal.x, c.normal.y); var normalX = c.normal.x; var normalY = c.normal.y; // Solver normal constraints var tCount /** int */ = c.pointCount; for (var j /** int */ = 0; j < tCount; ++j) { var ccp = c.points[j]; //r1 = b2Mul(b1->m_xf.R, ccp->localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; tVec = b1.m_sweep.localCenter; var r1X = ccp.localAnchor1.x - tVec.x; var r1Y = ccp.localAnchor1.y - tVec.y; tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y); r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y); r1X = tX; //r2 = b2Mul(b2->m_xf.R, ccp->localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; tVec = b2.m_sweep.localCenter; var r2X = ccp.localAnchor2.x - tVec.x; var r2Y = ccp.localAnchor2.y - tVec.y; var tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y); r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y); r2X = tX; //b2Vec2 p1 = b1->m_sweep.c + r1; var p1X = b1_sweep_c.x + r1X; var p1Y = b1_sweep_c.y + r1Y; //b2Vec2 p2 = b2->m_sweep.c + r2; var p2X = b2_sweep_c.x + r2X; var p2Y = b2_sweep_c.y + r2Y; //var dp:b2Vec2 = b2Math.SubtractVV(p2, p1); var dpX = p2X - p1X; var dpY = p2Y - p1Y; // Approximate the current separation. //var separation:number = b2Math.b2Dot(dp, normal) + ccp.separation; var separation = (dpX * normalX + dpY * normalY) + ccp.separation; // Track max constraint error. minSeparation = b2Math.b2Min(minSeparation, separation); // Prevent large corrections and allow slop. var C = baumgarte * b2Math.b2Clamp(separation + b2Settings.b2_linearSlop, -b2Settings.b2_maxLinearCorrection, 0.0); // Compute normal impulse var dImpulse = -ccp.equalizedMass * C; // b2Clamp the accumulated impulse var impulse0 = ccp.positionImpulse; ccp.positionImpulse = b2Math.b2Max(impulse0 + dImpulse, 0.0); dImpulse = ccp.positionImpulse - impulse0; //var impulse:b2Vec2 = b2Math.MulFV( dImpulse, normal ); var impulseX = dImpulse * normalX; var impulseY = dImpulse * normalY; //b1.m_position.Subtract( b2Math.MulFV( invMass1, impulse ) ); b1_sweep_c.x -= invMass1 * impulseX; b1_sweep_c.y -= invMass1 * impulseY; b1_sweep_a -= invI1 * (r1X * impulseY - r1Y * impulseX); //b2Math.b2CrossVV(r1, impulse); b1.m_sweep.a = b1_sweep_a; b1.SynchronizeTransform(); //b2.m_position.Add( b2Math.MulFV( invMass2, impulse ) ); b2_sweep_c.x += invMass2 * impulseX; b2_sweep_c.y += invMass2 * impulseY; b2_sweep_a += invI2 * (r2X * impulseY - r2Y * impulseX); //b2Math.b2CrossVV(r2, impulse); b2.m_sweep.a = b2_sweep_a; b2.SynchronizeTransform(); } // Update body rotations //b1.m_sweep.a = b1_sweep_a; //b2.m_sweep.a = b2_sweep_a; } // We can't expect minSpeparation >= -b2_linearSlop because we don't // push the separation above -b2_linearSlop. return minSeparation >= -1.5 * b2Settings.b2_linearSlop; }; return b2ContactSolver; }()); export { b2ContactSolver };