UNPKG

@awayfl/awayfl-player

Version:

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

268 lines (219 loc) 9.14 kB
import { b2Joint, b2WeldJointDef } from '../Joints'; import { b2Vec2, b2Vec3, b2Mat33, b2Math, b2Mat22 } from '../../Common/Math'; import { b2Settings } from '../../Common/b2Settings'; import { b2Body } from '../b2Body'; import { b2TimeStep } from '../b2TimeStep'; // 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 /** * A weld joint essentially glues two bodies together. A weld joint may * distort somewhat because the island constraint solver is approximate. */ export class b2WeldJoint extends b2Joint { /** @inheritDoc */ public GetAnchorA(): b2Vec2 { return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); } /** @inheritDoc */ public GetAnchorB(): b2Vec2 { return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); } /** @inheritDoc */ public GetReactionForce(inv_dt: number): b2Vec2 { return new b2Vec2(inv_dt * this.m_impulse.x, inv_dt * this.m_impulse.y); } /** @inheritDoc */ public GetReactionTorque(inv_dt: number): number { return inv_dt * this.m_impulse.z; } //--------------- Internals Below ------------------- /** @private */ constructor(def: b2WeldJointDef) { super(def); this.m_localAnchorA.SetV(def.localAnchorA); this.m_localAnchorB.SetV(def.localAnchorB); this.m_referenceAngle = def.referenceAngle; this.m_impulse.SetZero(); this.m_mass = new b2Mat33(); } 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 rA = b2Mul(bA->m_xf.R, m_localAnchorA - bA->GetLocalCenter()); tMat = bA.m_xf.R; let rAX: number = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; let rAY: number = this.m_localAnchorA.y - bA.m_sweep.localCenter.y; tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); rAX = tX; //b2Vec2 rB = b2Mul(bB->m_xf.R, m_localAnchorB - bB->GetLocalCenter()); tMat = bB.m_xf.R; let rBX: number = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; let rBY: number = this.m_localAnchorB.y - bB.m_sweep.localCenter.y; tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); rBX = tX; // 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] const mA: number = bA.m_invMass; const mB: number = bB.m_invMass; const iA: number = bA.m_invI; const iB: number = bB.m_invI; this.m_mass.col1.x = mA + mB + rAY * rAY * iA + rBY * rBY * iB; this.m_mass.col2.x = -rAY * rAX * iA - rBY * rBX * iB; this.m_mass.col3.x = -rAY * iA - rBY * iB; this.m_mass.col1.y = this.m_mass.col2.x; this.m_mass.col2.y = mA + mB + rAX * rAX * iA + rBX * rBX * iB; this.m_mass.col3.y = rAX * iA + rBX * iB; this.m_mass.col1.z = this.m_mass.col3.x; this.m_mass.col2.z = this.m_mass.col3.y; this.m_mass.col3.z = iA + iB; if (step.warmStarting) { // Scale impulses to support a variable time step. this.m_impulse.x *= step.dtRatio; this.m_impulse.y *= step.dtRatio; this.m_impulse.z *= step.dtRatio; bA.m_linearVelocity.x -= mA * this.m_impulse.x; bA.m_linearVelocity.y -= mA * this.m_impulse.y; bA.m_angularVelocity -= iA * (rAX * this.m_impulse.y - rAY * this.m_impulse.x + this.m_impulse.z); bB.m_linearVelocity.x += mB * this.m_impulse.x; bB.m_linearVelocity.y += mB * this.m_impulse.y; bB.m_angularVelocity += iB * (rBX * this.m_impulse.y - rBY * this.m_impulse.x + this.m_impulse.z); } else { this.m_impulse.SetZero(); } } public SolveVelocityConstraints(step: b2TimeStep): void { //B2_NOT_USED(step); let tMat: b2Mat22; let tX: number; const bA: b2Body = this.m_bodyA; const bB: b2Body = this.m_bodyB; const vA: b2Vec2 = bA.m_linearVelocity; let wA: number = bA.m_angularVelocity; const vB: b2Vec2 = bB.m_linearVelocity; let wB: number = bB.m_angularVelocity; const mA: number = bA.m_invMass; const mB: number = bB.m_invMass; const iA: number = bA.m_invI; const iB: number = bB.m_invI; //b2Vec2 rA = b2Mul(bA->m_xf.R, m_localAnchorA - bA->GetLocalCenter()); tMat = bA.m_xf.R; let rAX: number = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; let rAY: number = this.m_localAnchorA.y - bA.m_sweep.localCenter.y; tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); rAX = tX; //b2Vec2 rB = b2Mul(bB->m_xf.R, m_localAnchorB - bB->GetLocalCenter()); tMat = bB.m_xf.R; let rBX: number = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; let rBY: number = this.m_localAnchorB.y - bB.m_sweep.localCenter.y; tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); rBX = tX; // Solve point-to-point constraint const Cdot1X: number = vB.x - wB * rBY - vA.x + wA * rAY; const Cdot1Y: number = vB.y + wB * rBX - vA.y - wA * rAX; const Cdot2: number = wB - wA; const impulse: b2Vec3 = new b2Vec3(); this.m_mass.Solve33(impulse, -Cdot1X, -Cdot1Y, -Cdot2); this.m_impulse.Add(impulse); vA.x -= mA * impulse.x; vA.y -= mA * impulse.y; wA -= iA * (rAX * impulse.y - rAY * impulse.x + impulse.z); vB.x += mB * impulse.x; vB.y += mB * impulse.y; wB += iB * (rBX * impulse.y - rBY * impulse.x + impulse.z); // References has made some sets unnecessary //bA->this.m_linearVelocity = vA; bA.m_angularVelocity = wA; //bB->this.m_linearVelocity = vB; bB.m_angularVelocity = wB; } public SolvePositionConstraints(baumgarte: number): boolean { //B2_NOT_USED(baumgarte); let tMat: b2Mat22; let tX: number; const bA: b2Body = this.m_bodyA; const bB: b2Body = this.m_bodyB; // Compute the effective mass matrix. //b2Vec2 rA = b2Mul(bA->m_xf.R, m_localAnchorA - bA->GetLocalCenter()); tMat = bA.m_xf.R; let rAX: number = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; let rAY: number = this.m_localAnchorA.y - bA.m_sweep.localCenter.y; tX = (tMat.col1.x * rAX + tMat.col2.x * rAY); rAY = (tMat.col1.y * rAX + tMat.col2.y * rAY); rAX = tX; //b2Vec2 rB = b2Mul(bB->m_xf.R, m_localAnchorB - bB->GetLocalCenter()); tMat = bB.m_xf.R; let rBX: number = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; let rBY: number = this.m_localAnchorB.y - bB.m_sweep.localCenter.y; tX = (tMat.col1.x * rBX + tMat.col2.x * rBY); rBY = (tMat.col1.y * rBX + tMat.col2.y * rBY); rBX = tX; // 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] const mA: number = bA.m_invMass; const mB: number = bB.m_invMass; let iA: number = bA.m_invI; let iB: number = bB.m_invI; //b2Vec2 C1 = bB->this.m_sweep.c + rB - bA->this.m_sweep.c - rA; const C1X: number = bB.m_sweep.c.x + rBX - bA.m_sweep.c.x - rAX; const C1Y: number = bB.m_sweep.c.y + rBY - bA.m_sweep.c.y - rAY; const C2: number = bB.m_sweep.a - bA.m_sweep.a - this.m_referenceAngle; // Handle large detachment. const k_allowedStretch: number = 10.0 * b2Settings.b2_linearSlop; const positionError: number = Math.sqrt(C1X * C1X + C1Y * C1Y); const angularError: number = b2Math.Abs(C2); if (positionError > k_allowedStretch) { iA *= 1.0; iB *= 1.0; } this.m_mass.col1.x = mA + mB + rAY * rAY * iA + rBY * rBY * iB; this.m_mass.col2.x = -rAY * rAX * iA - rBY * rBX * iB; this.m_mass.col3.x = -rAY * iA - rBY * iB; this.m_mass.col1.y = this.m_mass.col2.x; this.m_mass.col2.y = mA + mB + rAX * rAX * iA + rBX * rBX * iB; this.m_mass.col3.y = rAX * iA + rBX * iB; this.m_mass.col1.z = this.m_mass.col3.x; this.m_mass.col2.z = this.m_mass.col3.y; this.m_mass.col3.z = iA + iB; const impulse: b2Vec3 = new b2Vec3(); this.m_mass.Solve33(impulse, -C1X, -C1Y, -C2); bA.m_sweep.c.x -= mA * impulse.x; bA.m_sweep.c.y -= mA * impulse.y; bA.m_sweep.a -= iA * (rAX * impulse.y - rAY * impulse.x + impulse.z); bB.m_sweep.c.x += mB * impulse.x; bB.m_sweep.c.y += mB * impulse.y; bB.m_sweep.a += iB * (rBX * impulse.y - rBY * impulse.x + impulse.z); bA.SynchronizeTransform(); bB.SynchronizeTransform(); return positionError <= b2Settings.b2_linearSlop && angularError <= b2Settings.b2_angularSlop; } private m_localAnchorA: b2Vec2 = new b2Vec2(); private m_localAnchorB: b2Vec2 = new b2Vec2(); private m_referenceAngle: number; private m_impulse: b2Vec3 = new b2Vec3(); private m_mass: b2Mat33 = new b2Mat33(); }