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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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/* * 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 { b2Joint, b2DistanceJointDef } from '../Joints'; import { b2Mat22, b2Math, b2Vec2 } from '../../Common/Math'; import { b2TimeStep } from '../b2TimeStep'; import { b2Body } from '../b2Body'; import { b2Settings } from '../../Common/b2Settings'; // 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. export class b2DistanceJoint extends b2Joint { //--------------- Internals Below ------------------- constructor(def: b2DistanceJointDef) { super(def); let tMat: b2Mat22; let tX: number; let tY: number; //this.m_localAnchor1 = def->localAnchor1; this.m_localAnchor1.SetV(def.localAnchor1); //this.m_localAnchor2 = def->localAnchor2; this.m_localAnchor2.SetV(def.localAnchor2); 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; this.m_inv_dt = 0.0; } public InitVelocityConstraints(step: b2TimeStep): void { let tMat: b2Mat22; let tX: number; this.m_inv_dt = step.inv_dt; const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; // Compute the effective mass matrix. //b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; let r1X: number = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; let r1Y: number = this.m_localAnchor1.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; //b2Vec2 r2 = b2Mul(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; let r2X: number = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; let r2Y: number = this.m_localAnchor2.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; //m_u = b2->m_sweep.c + r2 - b1->m_sweep.c - r1; this.m_u.x = b2.m_sweep.c.x + r2X - b1.m_sweep.c.x - r1X; this.m_u.y = b2.m_sweep.c.y + r2Y - b1.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 = b1->m_invMass + b1->m_invI * cr1u * cr1u + b2->m_invMass + b2->m_invI * cr2u * cr2u; const invMass: number = b1.m_invMass + b1.m_invI * cr1u * cr1u + b2.m_invMass + b2.m_invI * cr2u * cr2u; //b2Settings.b2Assert(invMass > Number.MIN_VALUE); this.m_mass = 1.0 / invMass; 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 = 1.0 / (step.dt * (d + step.dt * k)); this.m_bias = C * step.dt * k * this.m_gamma; this.m_mass = 1.0 / (invMass + this.m_gamma); } if (step.warmStarting) { this.m_impulse *= step.dtRatio; //b2Vec2 P = m_impulse * m_u; const PX: number = this.m_impulse * this.m_u.x; const PY: number = this.m_impulse * this.m_u.y; //b1->m_linearVelocity -= b1->m_invMass * P; b1.m_linearVelocity.x -= b1.m_invMass * PX; b1.m_linearVelocity.y -= b1.m_invMass * PY; //b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, P); b1.m_angularVelocity -= b1.m_invI * (r1X * PY - r1Y * PX); //b2->m_linearVelocity += b2->m_invMass * P; b2.m_linearVelocity.x += b2.m_invMass * PX; b2.m_linearVelocity.y += b2.m_invMass * PY; //b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P); b2.m_angularVelocity += b2.m_invI * (r2X * PY - r2Y * PX); } else { this.m_impulse = 0.0; } } public SolveVelocityConstraints(step: b2TimeStep): void { let tMat: b2Mat22; const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; //b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; let r1X: number = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; let r1Y: number = this.m_localAnchor1.y - b1.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(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; let r2X: number = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; let r2Y: number = this.m_localAnchor2.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; // Cdot = dot(u, v + cross(w, r)) //b2Vec2 v1 = b1->m_linearVelocity + b2Cross(b1->m_angularVelocity, r1); const v1X: number = b1.m_linearVelocity.x + (-b1.m_angularVelocity * r1Y); const v1Y: number = b1.m_linearVelocity.y + (b1.m_angularVelocity * r1X); //b2Vec2 v2 = b2->m_linearVelocity + b2Cross(b2->m_angularVelocity, r2); const v2X: number = b2.m_linearVelocity.x + (-b2.m_angularVelocity * r2Y); const v2Y: number = b2.m_linearVelocity.y + (b2.m_angularVelocity * r2X); //float32 Cdot = b2Dot(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 * m_u; const PX: number = impulse * this.m_u.x; const PY: number = impulse * this.m_u.y; //b1->m_linearVelocity -= b1->m_invMass * P; b1.m_linearVelocity.x -= b1.m_invMass * PX; b1.m_linearVelocity.y -= b1.m_invMass * PY; //b1->m_angularVelocity -= b1->m_invI * b2Cross(r1, P); b1.m_angularVelocity -= b1.m_invI * (r1X * PY - r1Y * PX); //b2->m_linearVelocity += b2->m_invMass * P; b2.m_linearVelocity.x += b2.m_invMass * PX; b2.m_linearVelocity.y += b2.m_invMass * PY; //b2->m_angularVelocity += b2->m_invI * b2Cross(r2, P); b2.m_angularVelocity += b2.m_invI * (r2X * PY - r2Y * PX); } public SolvePositionConstraints(): boolean { let tMat: b2Mat22; if (this.m_frequencyHz > 0.0) { return true; } const b1: b2Body = this.m_body1; const b2: b2Body = this.m_body2; //b2Vec2 r1 = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; let r1X: number = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; let r1Y: number = this.m_localAnchor1.y - b1.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(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; let r2X: number = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; let r2Y: number = this.m_localAnchor2.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; //b2Vec2 d = b2->m_sweep.c + r2 - b1->m_sweep.c - r1; let dX: number = b2.m_sweep.c.x + r2X - b1.m_sweep.c.x - r1X; let dY: number = b2.m_sweep.c.y + r2Y - b1.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 - m_length; let C: number = length - this.m_length; C = b2Math.b2Clamp(C, -b2Settings.b2_maxLinearCorrection, b2Settings.b2_maxLinearCorrection); const impulse: number = -this.m_mass * C; //m_u = d; this.m_u.Set(dX, dY); //b2Vec2 P = impulse * m_u; const PX: number = impulse * this.m_u.x; const PY: number = impulse * this.m_u.y; //b1->m_sweep.c -= b1->m_invMass * P; b1.m_sweep.c.x -= b1.m_invMass * PX; b1.m_sweep.c.y -= b1.m_invMass * PY; //b1->m_sweep.a -= b1->m_invI * b2Cross(r1, P); b1.m_sweep.a -= b1.m_invI * (r1X * PY - r1Y * PX); //b2->m_sweep.c += b2->m_invMass * P; b2.m_sweep.c.x += b2.m_invMass * PX; b2.m_sweep.c.y += b2.m_invMass * PY; //b2->m_sweep.a -= b2->m_invI * b2Cross(r2, P); b2.m_sweep.a += b2.m_invI * (r2X * PY - r2Y * PX); b1.SynchronizeTransform(); b2.SynchronizeTransform(); return b2Math.b2Abs(C) < b2Settings.b2_linearSlop; } public GetAnchor1(): b2Vec2 { return this.m_body1.GetWorldPoint(this.m_localAnchor1); } public GetAnchor2(): b2Vec2 { return this.m_body2.GetWorldPoint(this.m_localAnchor2); } public GetReactionForce(): b2Vec2 { //b2Vec2 F = (m_inv_dt * m_impulse) * m_u; const F: b2Vec2 = new b2Vec2(); F.SetV(this.m_u); F.Multiply(this.m_inv_dt * this.m_impulse); return F; } public GetReactionTorque(): number { //NOT_USED(invTimeStep); return 0.0; } public m_localAnchor1: b2Vec2 = new b2Vec2(); public m_localAnchor2: b2Vec2 = new b2Vec2(); public m_u: b2Vec2 = new b2Vec2(); public m_frequencyHz: number; public m_dampingRatio: number; public m_gamma: number; public m_bias: number; public m_impulse: number; public m_mass: number; // effective mass for the constraint. public m_length: number; }