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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, b2MouseJointDef } from '../Joints'; import { b2Vec2, b2Mat22 } from '../../Common/Math'; import { b2Settings } from '../../Common/b2Settings'; import { b2TimeStep } from '../b2TimeStep'; import { b2Body } from '../b2Body'; // p = attached point, m = mouse point // C = p - m // Cdot = v // = v + cross(w, r) // J = [I r_skew] // Identity used: // w k % (rx i + ry j) = w * (-ry i + rx j) /// A mouse joint is used to make a point on a body track a /// specified world point. This a soft constraint with a maximum /// force. This allows the constraint to stretch and without /// applying huge forces. export class b2MouseJoint extends b2Joint { /// Implements b2Joint. public GetAnchor1(): b2Vec2 { return this.m_target; } /// Implements b2Joint. public GetAnchor2(): b2Vec2 { return this.m_body2.GetWorldPoint(this.m_localAnchor); } /// Implements b2Joint. public GetReactionForce(): b2Vec2 { return this.m_impulse; } /// Implements b2Joint. public GetReactionTorque(): number { return 0.0; } /// Use this to update the target point. public SetTarget(target: b2Vec2): void { if (this.m_body2.IsSleeping()) { this.m_body2.WakeUp(); } this.m_target = target; } //--------------- Internals Below ------------------- constructor(def: b2MouseJointDef) { super(def); this.m_target.SetV(def.target); //m_localAnchor = b2MulT(m_body2.m_xf, m_target); const tX: number = this.m_target.x - this.m_body2.m_xf.position.x; const tY: number = this.m_target.y - this.m_body2.m_xf.position.y; const tMat: b2Mat22 = this.m_body2.m_xf.R; this.m_localAnchor.x = (tX * tMat.col1.x + tY * tMat.col1.y); this.m_localAnchor.y = (tX * tMat.col2.x + tY * tMat.col2.y); this.m_maxForce = def.maxForce; this.m_impulse.SetZero(); const mass: number = this.m_body2.m_mass; // Frequency const omega: number = 2.0 * b2Settings.b2_pi * def.frequencyHz; // Damping coefficient const d: number = 2.0 * mass * def.dampingRatio * omega; // Spring stiffness const k: number = (def.timeStep * mass) * (omega * omega); // magic formulas //b2Assert(d + k > B2_FLT_EPSILON); this.m_gamma = 1.0 / (d + k); this.m_beta = k / (d + k); } // Presolve vars private K: b2Mat22 = new b2Mat22(); private K1: b2Mat22 = new b2Mat22(); private K2: b2Mat22 = new b2Mat22(); public InitVelocityConstraints(step: b2TimeStep): void { const b: b2Body = this.m_body2; let tMat: b2Mat22; // Compute the effective mass matrix. //b2Vec2 r = b2Mul(b->m_xf.R, m_localAnchor - b->GetLocalCenter()); tMat = b.m_xf.R; let rX: number = this.m_localAnchor.x - b.m_sweep.localCenter.x; let rY: number = this.m_localAnchor.y - b.m_sweep.localCenter.y; const tX: number = (tMat.col1.x * rX + tMat.col2.x * rY); rY = (tMat.col1.y * rX + tMat.col2.y * rY); rX = tX; // K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)] // = [1/m1+1/m2 0 ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y] // [ 0 1/m1+1/m2] [-r1.x*r1.y r1.x*r1.x] [-r1.x*r1.y r1.x*r1.x] const invMass: number = b.m_invMass; const invI: number = b.m_invI; //b2Mat22 K1; this.K1.col1.x = invMass; this.K1.col2.x = 0.0; this.K1.col1.y = 0.0; this.K1.col2.y = invMass; //b2Mat22 K2; this.K2.col1.x = invI * rY * rY; this.K2.col2.x = -invI * rX * rY; this.K2.col1.y = -invI * rX * rY; this.K2.col2.y = invI * rX * rX; //b2Mat22 K = K1 + K2; this.K.SetM(this.K1); this.K.AddM(this.K2); this.K.col1.x += this.m_gamma; this.K.col2.y += this.m_gamma; //m_ptpMass = K.Invert(); this.K.Invert(this.m_mass); //m_C = b.m_position + r - m_target; this.m_C.x = b.m_sweep.c.x + rX - this.m_target.x; this.m_C.y = b.m_sweep.c.y + rY - this.m_target.y; // Cheat with some damping b.m_angularVelocity *= 0.98; // Warm starting. //b2Vec2 P = m_impulse; const PX: number = step.dt * this.m_impulse.x; const PY: number = step.dt * this.m_impulse.y; //b.m_linearVelocity += invMass * P; b.m_linearVelocity.x += invMass * PX; b.m_linearVelocity.y += invMass * PY; //b.m_angularVelocity += invI * b2Cross(r, P); b.m_angularVelocity += invI * (rX * PY - rY * PX); } public SolveVelocityConstraints(step: b2TimeStep): void { const b: b2Body = this.m_body2; let tMat: b2Mat22; let tX: number; let tY: number; // Compute the effective mass matrix. //b2Vec2 r = b2Mul(b->m_xf.R, m_localAnchor - b->GetLocalCenter()); tMat = b.m_xf.R; let rX: number = this.m_localAnchor.x - b.m_sweep.localCenter.x; let rY: number = this.m_localAnchor.y - b.m_sweep.localCenter.y; tX = (tMat.col1.x * rX + tMat.col2.x * rY); rY = (tMat.col1.y * rX + tMat.col2.y * rY); rX = tX; // Cdot = v + cross(w, r) //b2Vec2 Cdot = b->m_linearVelocity + b2Cross(b->m_angularVelocity, r); const CdotX: number = b.m_linearVelocity.x + (-b.m_angularVelocity * rY); const CdotY: number = b.m_linearVelocity.y + (b.m_angularVelocity * rX); //b2Vec2 force = -step.inv_dt * b2Mul(m_mass, Cdot + (m_beta * step.inv_dt) * m_C + m_gamma * step.dt * m_force); tMat = this.m_mass; tX = CdotX + (this.m_beta * step.inv_dt) * this.m_C.x + this.m_gamma * step.dt * this.m_impulse.x; tY = CdotY + (this.m_beta * step.inv_dt) * this.m_C.y + this.m_gamma * step.dt * this.m_impulse.y; let forceX: number = -step.inv_dt * (tMat.col1.x * tX + tMat.col2.x * tY); let forceY: number = -step.inv_dt * (tMat.col1.y * tX + tMat.col2.y * tY); const oldForceX: number = this.m_impulse.x; const oldForceY: number = this.m_impulse.y; //m_force += force; this.m_impulse.x += forceX; this.m_impulse.y += forceY; const forceMagnitude: number = this.m_impulse.Length(); if (forceMagnitude > this.m_maxForce) { //m_impulse *= m_maxForce / forceMagnitude; this.m_impulse.Multiply(this.m_maxForce / forceMagnitude); } //force = m_impulse - oldForce; forceX = this.m_impulse.x - oldForceX; forceY = this.m_impulse.y - oldForceY; //b2Vec2 P = step.dt * force; const PX: number = step.dt * forceX; const PY: number = step.dt * forceY; //b->m_linearVelocity += b->m_invMass * P; b.m_linearVelocity.x += b.m_invMass * PX; b.m_linearVelocity.y += b.m_invMass * PY; //b->m_angularVelocity += b->m_invI * b2Cross(r, P); b.m_angularVelocity += b.m_invI * (rX * PY - rY * PX); } public SolvePositionConstraints(): boolean { return true; } public m_localAnchor: b2Vec2 = new b2Vec2(); public m_target: b2Vec2 = new b2Vec2(); public m_impulse: b2Vec2 = new b2Vec2(); public m_mass: b2Mat22 = new b2Mat22(); // effective mass for point-to-point constraint. public m_C: b2Vec2 = new b2Vec2(); // position error public m_maxForce: number; public m_beta: number; // bias factor public m_gamma: number; // softness }