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@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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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; }