@awayfl/awayfl-player
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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
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text/typescript
import { b2Vec2, b2Mat22, b2Math } from '../../Common/Math';
import { b2Body } from '../b2Body';
import { b2Settings } from '../../Common/b2Settings';
import { b2TimeStep } from '../b2TimeStep';
import { b2Joint, b2DistanceJointDef } from '../Joints';
// 1-D constrained system
// m (v2 - v1) = lambda
// v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass.
// x2 = x1 + h * v2
// 1-D mass-damper-spring system
// m (v2 - v1) + h * d * v2 + h * k *
// C = norm(p2 - p1) - L
// u = (p2 - p1) / norm(p2 - p1)
// Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
// J = [-u -cross(r1, u) u cross(r2, u)]
// K = J * invM * JT
// = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2
/**
* A distance joint constrains two points on two bodies
* to remain at a fixed distance from each other. You can view
* this as a massless, rigid rod.
* @see b2DistanceJointDef
*/
export class b2DistanceJoint extends b2Joint {
/** @inheritDoc */
public GetAnchorA(): b2Vec2 {
return this.m_bodyA.GetWorldPoint(this.m_localAnchor1);
}
/** @inheritDoc */
public GetAnchorB(): b2Vec2 {
return this.m_bodyB.GetWorldPoint(this.m_localAnchor2);
}
/** @inheritDoc */
public GetReactionForce(inv_dt: number): b2Vec2 {
//b2Vec2 F = (m_inv_dt * m_impulse) * m_u;
//return F;
return new b2Vec2(inv_dt * this.m_impulse * this.m_u.x, inv_dt * this.m_impulse * this.m_u.y);
}
/** @inheritDoc */
public GetReactionTorque(inv_dt: number): number {
//B2_NOT_USED(inv_dt);
return 0.0;
}
/// Set the natural length
public GetLength(): number {
return this.m_length;
}
/// Get the natural length
public SetLength(length: number): void {
this.m_length = length;
}
/// Get the frequency in Hz
public GetFrequency(): number {
return this.m_frequencyHz;
}
/// Set the frequency in Hz
public SetFrequency(hz: number): void {
this.m_frequencyHz = hz;
}
/// Get damping ratio
public GetDampingRatio(): number {
return this.m_dampingRatio;
}
/// Set damping ratio
public SetDampingRatio(ratio: number): void {
this.m_dampingRatio = ratio;
}
//--------------- Internals Below -------------------
/** @private */
constructor(def: b2DistanceJointDef) {
super(def);
let tMat: b2Mat22;
let tX: number;
let tY: number;
this.m_localAnchor1.SetV(def.localAnchorA);
this.m_localAnchor2.SetV(def.localAnchorB);
this.m_length = def.length;
this.m_frequencyHz = def.frequencyHz;
this.m_dampingRatio = def.dampingRatio;
this.m_impulse = 0.0;
this.m_gamma = 0.0;
this.m_bias = 0.0;
}
public InitVelocityConstraints(step: b2TimeStep): void {
let tMat: b2Mat22;
let tX: number;
const bA: b2Body = this.m_bodyA;
const bB: b2Body = this.m_bodyB;
// Compute the effective mass matrix.
//b2Vec2 r1 = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter());
tMat = bA.m_xf.R;
let r1X: number = this.m_localAnchor1.x - bA.m_sweep.localCenter.x;
let r1Y: number = this.m_localAnchor1.y - bA.m_sweep.localCenter.y;
tX = (tMat.col1.x * r1X + tMat.col2.x * r1Y);
r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y);
r1X = tX;
//b2Vec2 r2 = b2Mul(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter());
tMat = bB.m_xf.R;
let r2X: number = this.m_localAnchor2.x - bB.m_sweep.localCenter.x;
let r2Y: number = this.m_localAnchor2.y - bB.m_sweep.localCenter.y;
tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y);
r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y);
r2X = tX;
//m_u = bB->m_sweep.c + r2 - bA->m_sweep.c - r1;
this.m_u.x = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X;
this.m_u.y = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y;
// Handle singularity.
//float32 length = m_u.Length();
const length: number = Math.sqrt(this.m_u.x * this.m_u.x + this.m_u.y * this.m_u.y);
if (length > b2Settings.b2_linearSlop) {
//m_u *= 1.0 / length;
this.m_u.Multiply(1.0 / length);
} else {
this.m_u.SetZero();
}
//float32 cr1u = b2Cross(r1, m_u);
const cr1u: number = (r1X * this.m_u.y - r1Y * this.m_u.x);
//float32 cr2u = b2Cross(r2, m_u);
const cr2u: number = (r2X * this.m_u.y - r2Y * this.m_u.x);
//m_mass = bA->m_invMass + bA->m_invI * cr1u * cr1u + bB->m_invMass + bB->m_invI * cr2u * cr2u;
const invMass: number = bA.m_invMass + bA.m_invI * cr1u * cr1u + bB.m_invMass + bB.m_invI * cr2u * cr2u;
this.m_mass = invMass != 0.0 ? 1.0 / invMass : 0.0;
if (this.m_frequencyHz > 0.0) {
const C: number = length - this.m_length;
// Frequency
const omega: number = 2.0 * Math.PI * this.m_frequencyHz;
// Damping coefficient
const d: number = 2.0 * this.m_mass * this.m_dampingRatio * omega;
// Spring stiffness
const k: number = this.m_mass * omega * omega;
// magic formulas
this.m_gamma = step.dt * (d + step.dt * k);
this.m_gamma = this.m_gamma != 0.0 ? 1 / this.m_gamma : 0.0;
this.m_bias = C * step.dt * k * this.m_gamma;
this.m_mass = invMass + this.m_gamma;
this.m_mass = this.m_mass != 0.0 ? 1.0 / this.m_mass : 0.0;
}
if (step.warmStarting) {
// Scale the impulse to support a variable time step
this.m_impulse *= step.dtRatio;
//b2Vec2 P = this.m_impulse * this.m_u;
const PX: number = this.m_impulse * this.m_u.x;
const PY: number = this.m_impulse * this.m_u.y;
//bA->m_linearVelocity -= bA->m_invMass * P;
bA.m_linearVelocity.x -= bA.m_invMass * PX;
bA.m_linearVelocity.y -= bA.m_invMass * PY;
//bA->m_angularVelocity -= bA->m_invI * b2Cross(r1, P);
bA.m_angularVelocity -= bA.m_invI * (r1X * PY - r1Y * PX);
//bB->m_linearVelocity += bB->m_invMass * P;
bB.m_linearVelocity.x += bB.m_invMass * PX;
bB.m_linearVelocity.y += bB.m_invMass * PY;
//bB->m_angularVelocity += bB->m_invI * b2Cross(r2, P);
bB.m_angularVelocity += bB.m_invI * (r2X * PY - r2Y * PX);
} else {
this.m_impulse = 0.0;
}
}
public SolveVelocityConstraints(step: b2TimeStep): void {
let tMat: b2Mat22;
const bA: b2Body = this.m_bodyA;
const bB: b2Body = this.m_bodyB;
//b2Vec2 r1 = b2Mul(bA->m_xf.R, this.m_localAnchor1 - bA->GetLocalCenter());
tMat = bA.m_xf.R;
let r1X: number = this.m_localAnchor1.x - bA.m_sweep.localCenter.x;
let r1Y: number = this.m_localAnchor1.y - bA.m_sweep.localCenter.y;
let tX: number = (tMat.col1.x * r1X + tMat.col2.x * r1Y);
r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y);
r1X = tX;
//b2Vec2 r2 = b2Mul(bB->m_xf.R, this.m_localAnchor2 - bB->GetLocalCenter());
tMat = bB.m_xf.R;
let r2X: number = this.m_localAnchor2.x - bB.m_sweep.localCenter.x;
let r2Y: number = this.m_localAnchor2.y - bB.m_sweep.localCenter.y;
tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y);
r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y);
r2X = tX;
// Cdot = dot(u, v + cross(w, r))
//b2Vec2 v1 = bA->m_linearVelocity + b2Cross(bA->m_angularVelocity, r1);
const v1X: number = bA.m_linearVelocity.x + (-bA.m_angularVelocity * r1Y);
const v1Y: number = bA.m_linearVelocity.y + (bA.m_angularVelocity * r1X);
//b2Vec2 v2 = bB->m_linearVelocity + b2Cross(bB->m_angularVelocity, r2);
const v2X: number = bB.m_linearVelocity.x + (-bB.m_angularVelocity * r2Y);
const v2Y: number = bB.m_linearVelocity.y + (bB.m_angularVelocity * r2X);
//float32 Cdot = b2Dot(this.m_u, v2 - v1);
const Cdot: number = (this.m_u.x * (v2X - v1X) + this.m_u.y * (v2Y - v1Y));
const impulse: number = -this.m_mass * (Cdot + this.m_bias + this.m_gamma * this.m_impulse);
this.m_impulse += impulse;
//b2Vec2 P = impulse * this.m_u;
const PX: number = impulse * this.m_u.x;
const PY: number = impulse * this.m_u.y;
//bA->m_linearVelocity -= bA->m_invMass * P;
bA.m_linearVelocity.x -= bA.m_invMass * PX;
bA.m_linearVelocity.y -= bA.m_invMass * PY;
//bA->m_angularVelocity -= bA->m_invI * b2Cross(r1, P);
bA.m_angularVelocity -= bA.m_invI * (r1X * PY - r1Y * PX);
//bB->m_linearVelocity += bB->m_invMass * P;
bB.m_linearVelocity.x += bB.m_invMass * PX;
bB.m_linearVelocity.y += bB.m_invMass * PY;
//bB->m_angularVelocity += bB->m_invI * b2Cross(r2, P);
bB.m_angularVelocity += bB.m_invI * (r2X * PY - r2Y * PX);
}
public SolvePositionConstraints(baumgarte: number): boolean {
//B2_NOT_USED(baumgarte);
let tMat: b2Mat22;
if (this.m_frequencyHz > 0.0) {
// There is no position correction for soft distance constraints
return true;
}
const bA: b2Body = this.m_bodyA;
const bB: b2Body = this.m_bodyB;
//b2Vec2 r1 = b2Mul(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter());
tMat = bA.m_xf.R;
let r1X: number = this.m_localAnchor1.x - bA.m_sweep.localCenter.x;
let r1Y: number = this.m_localAnchor1.y - bA.m_sweep.localCenter.y;
let tX: number = (tMat.col1.x * r1X + tMat.col2.x * r1Y);
r1Y = (tMat.col1.y * r1X + tMat.col2.y * r1Y);
r1X = tX;
//b2Vec2 r2 = b2Mul(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter());
tMat = bB.m_xf.R;
let r2X: number = this.m_localAnchor2.x - bB.m_sweep.localCenter.x;
let r2Y: number = this.m_localAnchor2.y - bB.m_sweep.localCenter.y;
tX = (tMat.col1.x * r2X + tMat.col2.x * r2Y);
r2Y = (tMat.col1.y * r2X + tMat.col2.y * r2Y);
r2X = tX;
//b2Vec2 d = bB->m_sweep.c + r2 - bA->m_sweep.c - r1;
let dX: number = bB.m_sweep.c.x + r2X - bA.m_sweep.c.x - r1X;
let dY: number = bB.m_sweep.c.y + r2Y - bA.m_sweep.c.y - r1Y;
//float32 length = d.Normalize();
const length: number = Math.sqrt(dX * dX + dY * dY);
dX /= length;
dY /= length;
//float32 C = length - this.m_length;
let C: number = length - this.m_length;
C = b2Math.Clamp(C, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection);
const impulse: number = -this.m_mass * C;
//this.m_u = d;
this.m_u.Set(dX, dY);
//b2Vec2 P = impulse * this.m_u;
const PX: number = impulse * this.m_u.x;
const PY: number = impulse * this.m_u.y;
//bA->this.m_sweep.c -= bA->m_invMass * P;
bA.m_sweep.c.x -= bA.m_invMass * PX;
bA.m_sweep.c.y -= bA.m_invMass * PY;
//bA->m_sweep.a -= bA->m_invI * b2Cross(r1, P);
bA.m_sweep.a -= bA.m_invI * (r1X * PY - r1Y * PX);
//bB->m_sweep.c += bB->m_invMass * P;
bB.m_sweep.c.x += bB.m_invMass * PX;
bB.m_sweep.c.y += bB.m_invMass * PY;
//bB->m_sweep.a -= bB->m_invI * b2Cross(r2, P);
bB.m_sweep.a += bB.m_invI * (r2X * PY - r2Y * PX);
bA.SynchronizeTransform();
bB.SynchronizeTransform();
return b2Math.Abs(C) < b2Settings.b2_linearSlop;
}
private m_localAnchor1: b2Vec2 = new b2Vec2();
private m_localAnchor2: b2Vec2 = new b2Vec2();
private m_u: b2Vec2 = new b2Vec2();
private m_frequencyHz: number;
private m_dampingRatio: number;
private m_gamma: number;
private m_bias: number;
private m_impulse: number;
private m_mass: number; // effective mass for the constraint.
private m_length: number;
}