@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
text/typescript
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();
}