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@awayfl/poki-player

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AVM Player for poki games

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import { __extends } from "tslib"; import { b2Joint } from '../Joints'; import { b2Vec2, b2Vec3, b2Mat33, b2Math } from '../../Common/Math'; import { b2Settings } from '../../Common/b2Settings'; // 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. */ var b2WeldJoint = /** @class */ (function (_super) { __extends(b2WeldJoint, _super); //--------------- Internals Below ------------------- /** @private */ function b2WeldJoint(def) { var _this = _super.call(this, def) || this; _this.m_localAnchorA = new b2Vec2(); _this.m_localAnchorB = new b2Vec2(); _this.m_impulse = new b2Vec3(); _this.m_mass = new b2Mat33(); _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(); return _this; } /** @inheritDoc */ b2WeldJoint.prototype.GetAnchorA = function () { return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); }; /** @inheritDoc */ b2WeldJoint.prototype.GetAnchorB = function () { return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); }; /** @inheritDoc */ b2WeldJoint.prototype.GetReactionForce = function (inv_dt) { return new b2Vec2(inv_dt * this.m_impulse.x, inv_dt * this.m_impulse.y); }; /** @inheritDoc */ b2WeldJoint.prototype.GetReactionTorque = function (inv_dt) { return inv_dt * this.m_impulse.z; }; b2WeldJoint.prototype.InitVelocityConstraints = function (step) { var tMat; var tX; var bA = this.m_bodyA; var bB = this.m_bodyB; // Compute the effective mass matrix. //b2Vec2 rA = b2Mul(bA->m_xf.R, m_localAnchorA - bA->GetLocalCenter()); tMat = bA.m_xf.R; var rAX = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; var rAY = 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; var rBX = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; var rBY = 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] var mA = bA.m_invMass; var mB = bB.m_invMass; var iA = bA.m_invI; var iB = 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(); } }; b2WeldJoint.prototype.SolveVelocityConstraints = function (step) { //B2_NOT_USED(step); var tMat; var tX; var bA = this.m_bodyA; var bB = this.m_bodyB; var vA = bA.m_linearVelocity; var wA = bA.m_angularVelocity; var vB = bB.m_linearVelocity; var wB = bB.m_angularVelocity; var mA = bA.m_invMass; var mB = bB.m_invMass; var iA = bA.m_invI; var iB = bB.m_invI; //b2Vec2 rA = b2Mul(bA->m_xf.R, m_localAnchorA - bA->GetLocalCenter()); tMat = bA.m_xf.R; var rAX = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; var rAY = 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; var rBX = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; var rBY = 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 var Cdot1X = vB.x - wB * rBY - vA.x + wA * rAY; var Cdot1Y = vB.y + wB * rBX - vA.y - wA * rAX; var Cdot2 = wB - wA; var impulse = 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; }; b2WeldJoint.prototype.SolvePositionConstraints = function (baumgarte) { //B2_NOT_USED(baumgarte); var tMat; var tX; var bA = this.m_bodyA; var bB = this.m_bodyB; // Compute the effective mass matrix. //b2Vec2 rA = b2Mul(bA->m_xf.R, m_localAnchorA - bA->GetLocalCenter()); tMat = bA.m_xf.R; var rAX = this.m_localAnchorA.x - bA.m_sweep.localCenter.x; var rAY = 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; var rBX = this.m_localAnchorB.x - bB.m_sweep.localCenter.x; var rBY = 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] var mA = bA.m_invMass; var mB = bB.m_invMass; var iA = bA.m_invI; var iB = bB.m_invI; //b2Vec2 C1 = bB->this.m_sweep.c + rB - bA->this.m_sweep.c - rA; var C1X = bB.m_sweep.c.x + rBX - bA.m_sweep.c.x - rAX; var C1Y = bB.m_sweep.c.y + rBY - bA.m_sweep.c.y - rAY; var C2 = bB.m_sweep.a - bA.m_sweep.a - this.m_referenceAngle; // Handle large detachment. var k_allowedStretch = 10.0 * b2Settings.b2_linearSlop; var positionError = Math.sqrt(C1X * C1X + C1Y * C1Y); var angularError = 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; var impulse = 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; }; return b2WeldJoint; }(b2Joint)); export { b2WeldJoint };