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@awayfl/poki-player

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AVM Player for poki games

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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 { __extends } from "tslib"; import { b2Joint } from '../Joints'; import { b2Vec2 } from '../../Common/Math'; import { b2Settings } from '../../Common/b2Settings'; import { b2Jacobian } from './b2Jacobian'; /// A gear joint is used to connect two joints together. Either joint /// can be a revolute or prismatic joint. You specify a gear ratio /// to bind the motions together: /// coordinate1 + ratio * coordinate2 = constant /// The ratio can be negative or positive. If one joint is a revolute joint /// and the other joint is a prismatic joint, then the ratio will have units /// of length or units of 1/length. /// @warning The revolute and prismatic joints must be attached to /// fixed bodies (which must be body1 on those joints). var b2GearJoint = /** @class */ (function (_super) { __extends(b2GearJoint, _super); //--------------- Internals Below ------------------- function b2GearJoint(def) { var _this = // parent constructor _super.call(this, def) || this; _this.m_groundAnchor1 = new b2Vec2(); _this.m_groundAnchor2 = new b2Vec2(); _this.m_localAnchor1 = new b2Vec2(); _this.m_localAnchor2 = new b2Vec2(); _this.m_J = new b2Jacobian(); var type1 /** int */ = def.joint1.m_type; var type2 /** int */ = def.joint2.m_type; //b2Settings.b2Assert(type1 == b2Joint.e_revoluteJoint || type1 == b2Joint.e_prismaticJoint); //b2Settings.b2Assert(type2 == b2Joint.e_revoluteJoint || type2 == b2Joint.e_prismaticJoint); //b2Settings.b2Assert(def.joint1.m_body1.IsStatic()); //b2Settings.b2Assert(def.joint2.m_body1.IsStatic()); _this.m_revolute1 = null; _this.m_prismatic1 = null; _this.m_revolute2 = null; _this.m_prismatic2 = null; var coordinate1; var coordinate2; _this.m_ground1 = def.joint1.m_body1; _this.m_body1 = def.joint1.m_body2; if (type1 == b2Joint.e_revoluteJoint) { _this.m_revolute1 = def.joint1; _this.m_groundAnchor1.SetV(_this.m_revolute1.m_localAnchor1); _this.m_localAnchor1.SetV(_this.m_revolute1.m_localAnchor2); coordinate1 = _this.m_revolute1.GetJointAngle(); } else { _this.m_prismatic1 = def.joint1; _this.m_groundAnchor1.SetV(_this.m_prismatic1.m_localAnchor1); _this.m_localAnchor1.SetV(_this.m_prismatic1.m_localAnchor2); coordinate1 = _this.m_prismatic1.GetJointTranslation(); } _this.m_ground2 = def.joint2.m_body1; _this.m_body2 = def.joint2.m_body2; if (type2 == b2Joint.e_revoluteJoint) { _this.m_revolute2 = def.joint2; _this.m_groundAnchor2.SetV(_this.m_revolute2.m_localAnchor1); _this.m_localAnchor2.SetV(_this.m_revolute2.m_localAnchor2); coordinate2 = _this.m_revolute2.GetJointAngle(); } else { _this.m_prismatic2 = def.joint2; _this.m_groundAnchor2.SetV(_this.m_prismatic2.m_localAnchor1); _this.m_localAnchor2.SetV(_this.m_prismatic2.m_localAnchor2); coordinate2 = _this.m_prismatic2.GetJointTranslation(); } _this.m_ratio = def.ratio; _this.m_constant = coordinate1 + _this.m_ratio * coordinate2; _this.m_force = 0.0; return _this; } b2GearJoint.prototype.GetAnchor1 = function () { //return this.m_body1->GetWorldPoint(this.m_localAnchor1); return this.m_body1.GetWorldPoint(this.m_localAnchor1); }; b2GearJoint.prototype.GetAnchor2 = function () { //return this.m_body2->GetWorldPoint(this.m_localAnchor2); return this.m_body2.GetWorldPoint(this.m_localAnchor2); }; b2GearJoint.prototype.GetReactionForce = function () { // TODO_ERIN not tested var F = new b2Vec2(this.m_force * this.m_J.linear2.x, this.m_force * this.m_J.linear2.y); return F; }; b2GearJoint.prototype.GetReactionTorque = function () { // TODO_ERIN not tested //b2Vec2 r = b2Mul(m_body2->m_xf.R, m_localAnchor2 - m_body2->GetLocalCenter()); var tMat = this.m_body2.m_xf.R; var rX = this.m_localAnchor1.x - this.m_body2.m_sweep.localCenter.x; var rY = this.m_localAnchor1.y - this.m_body2.m_sweep.localCenter.y; var tX = tMat.col1.x * rX + tMat.col2.x * rY; rY = tMat.col1.y * rX + tMat.col2.y * rY; rX = tX; //b2Vec2 F = m_force * m_J.linear2; //float32 T = m_force * m_J.angular2 - b2Cross(r, F); tX = this.m_force * this.m_J.angular2 - (rX * (this.m_force * this.m_J.linear2.y) - rY * (this.m_force * this.m_J.linear2.x)); return tX; }; b2GearJoint.prototype.GetRatio = function () { return this.m_ratio; }; b2GearJoint.prototype.InitVelocityConstraints = function (step) { var g1 = this.m_ground1; var g2 = this.m_ground2; var b1 = this.m_body1; var b2 = this.m_body2; // temp vars var ugX; var ugY; var rX; var rY; var tMat; var tVec; var crug; var tX; var K = 0.0; this.m_J.SetZero(); if (this.m_revolute1) { this.m_J.angular1 = -1.0; K += b1.m_invI; } else { //b2Vec2 ug = b2MulMV(g1->m_xf.R, m_prismatic1->m_localXAxis1); tMat = g1.m_xf.R; tVec = this.m_prismatic1.m_localXAxis1; ugX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; ugY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; //b2Vec2 r = b2Mul(b1->m_xf.R, m_localAnchor1 - b1->GetLocalCenter()); tMat = b1.m_xf.R; rX = this.m_localAnchor1.x - b1.m_sweep.localCenter.x; rY = this.m_localAnchor1.y - b1.m_sweep.localCenter.y; tX = tMat.col1.x * rX + tMat.col2.x * rY; rY = tMat.col1.y * rX + tMat.col2.y * rY; rX = tX; //var crug:number = b2Cross(r, ug); crug = rX * ugY - rY * ugX; //m_J.linear1 = -ug; this.m_J.linear1.Set(-ugX, -ugY); this.m_J.angular1 = -crug; K += b1.m_invMass + b1.m_invI * crug * crug; } if (this.m_revolute2) { this.m_J.angular2 = -this.m_ratio; K += this.m_ratio * this.m_ratio * b2.m_invI; } else { //b2Vec2 ug = b2Mul(g2->m_xf.R, m_prismatic2->m_localXAxis1); tMat = g2.m_xf.R; tVec = this.m_prismatic2.m_localXAxis1; ugX = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y; ugY = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y; //b2Vec2 r = b2Mul(b2->m_xf.R, m_localAnchor2 - b2->GetLocalCenter()); tMat = b2.m_xf.R; rX = this.m_localAnchor2.x - b2.m_sweep.localCenter.x; rY = this.m_localAnchor2.y - b2.m_sweep.localCenter.y; tX = tMat.col1.x * rX + tMat.col2.x * rY; rY = tMat.col1.y * rX + tMat.col2.y * rY; rX = tX; //float32 crug = b2Cross(r, ug); crug = rX * ugY - rY * ugX; //m_J.linear2 = -m_ratio * ug; this.m_J.linear2.Set(-this.m_ratio * ugX, -this.m_ratio * ugY); this.m_J.angular2 = -this.m_ratio * crug; K += this.m_ratio * this.m_ratio * (b2.m_invMass + b2.m_invI * crug * crug); } // Compute effective mass. //b2Settings.b2Assert(K > 0.0); this.m_mass = 1.0 / K; if (step.warmStarting) { // Warm starting. var P = step.dt * this.m_force; //b1.m_linearVelocity += b1.m_invMass * P * m_J.linear1; b1.m_linearVelocity.x += b1.m_invMass * P * this.m_J.linear1.x; b1.m_linearVelocity.y += b1.m_invMass * P * this.m_J.linear1.y; b1.m_angularVelocity += b1.m_invI * P * this.m_J.angular1; //b2.m_linearVelocity += b2.m_invMass * P * m_J.linear2; b2.m_linearVelocity.x += b2.m_invMass * P * this.m_J.linear2.x; b2.m_linearVelocity.y += b2.m_invMass * P * this.m_J.linear2.y; b2.m_angularVelocity += b2.m_invI * P * this.m_J.angular2; } else { this.m_force = 0.0; } }; b2GearJoint.prototype.SolveVelocityConstraints = function (step) { var b1 = this.m_body1; var b2 = this.m_body2; var Cdot = this.m_J.Compute(b1.m_linearVelocity, b1.m_angularVelocity, b2.m_linearVelocity, b2.m_angularVelocity); var force = -step.inv_dt * this.m_mass * Cdot; this.m_force += force; var P = step.dt * force; b1.m_linearVelocity.x += b1.m_invMass * P * this.m_J.linear1.x; b1.m_linearVelocity.y += b1.m_invMass * P * this.m_J.linear1.y; b1.m_angularVelocity += b1.m_invI * P * this.m_J.angular1; b2.m_linearVelocity.x += b2.m_invMass * P * this.m_J.linear2.x; b2.m_linearVelocity.y += b2.m_invMass * P * this.m_J.linear2.y; b2.m_angularVelocity += b2.m_invI * P * this.m_J.angular2; }; b2GearJoint.prototype.SolvePositionConstraints = function () { var linearError = 0.0; var b1 = this.m_body1; var b2 = this.m_body2; var coordinate1; var coordinate2; if (this.m_revolute1) { coordinate1 = this.m_revolute1.GetJointAngle(); } else { coordinate1 = this.m_prismatic1.GetJointTranslation(); } if (this.m_revolute2) { coordinate2 = this.m_revolute2.GetJointAngle(); } else { coordinate2 = this.m_prismatic2.GetJointTranslation(); } var C = this.m_constant - (coordinate1 + this.m_ratio * coordinate2); var impulse = -this.m_mass * C; b1.m_sweep.c.x += b1.m_invMass * impulse * this.m_J.linear1.x; b1.m_sweep.c.y += b1.m_invMass * impulse * this.m_J.linear1.y; b1.m_sweep.a += b1.m_invI * impulse * this.m_J.angular1; b2.m_sweep.c.x += b2.m_invMass * impulse * this.m_J.linear2.x; b2.m_sweep.c.y += b2.m_invMass * impulse * this.m_J.linear2.y; b2.m_sweep.a += b2.m_invI * impulse * this.m_J.angular2; b1.SynchronizeTransform(); b2.SynchronizeTransform(); return linearError < b2Settings.b2_linearSlop; }; return b2GearJoint; }(b2Joint)); export { b2GearJoint };