@awayfl/poki-player
Version:
AVM Player for poki games
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text/typescript
import { b2Vec2, b2Mat22 } from '../../Common/Math';
import { b2Body } from '../b2Body';
import { b2Settings } from '../../Common/b2Settings';
import { b2TimeStep } from '../b2TimeStep';
import { b2Joint, b2RevoluteJoint, b2PrismaticJoint, b2GearJointDef, b2Jacobian } from '../Joints';
/**
* 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).
* @see b2GearJointDef
*/
export class b2GearJoint extends b2Joint {
/** @inheritDoc */
public GetAnchorA(): b2Vec2 {
//return this.m_bodyA->GetWorldPoint(this.m_localAnchor1);
return this.m_bodyA.GetWorldPoint(this.m_localAnchor1);
}
/** @inheritDoc */
public GetAnchorB(): b2Vec2 {
//return this.m_bodyB->GetWorldPoint(this.m_localAnchor2);
return this.m_bodyB.GetWorldPoint(this.m_localAnchor2);
}
/** @inheritDoc */
public GetReactionForce(inv_dt: number): b2Vec2 {
// TODO_ERIN not tested
// b2Vec2 P = this.m_impulse * this.m_J.linear2;
//return inv_dt * P;
return new b2Vec2(inv_dt * this.m_impulse * this.m_J.linearB.x, inv_dt * this.m_impulse * this.m_J.linearB.y);
}
/** @inheritDoc */
public GetReactionTorque(inv_dt: number): number {
// TODO_ERIN not tested
//b2Vec2 r = b2Mul(m_bodyB->m_xf.R, m_localAnchor2 - m_bodyB->GetLocalCenter());
const tMat: b2Mat22 = this.m_bodyB.m_xf.R;
let rX: number = this.m_localAnchor1.x - this.m_bodyB.m_sweep.localCenter.x;
let rY: number = this.m_localAnchor1.y - this.m_bodyB.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;
//b2Vec2 P = m_impulse * m_J.linearB;
const PX: number = this.m_impulse * this.m_J.linearB.x;
const PY: number = this.m_impulse * this.m_J.linearB.y;
//float32 L = this.m_impulse * this.m_J.angularB - b2Cross(r, P);
//return inv_dt * L;
return inv_dt * (this.m_impulse * this.m_J.angularB - rX * PY + rY * PX);
}
/**
* Get the gear ratio.
*/
public GetRatio(): number {
return this.m_ratio;
}
/**
* Set the gear ratio.
*/
public SetRatio(ratio: number): void {
//b2Settings.b2Assert(b2Math.b2IsValid(ratio));
this.m_ratio = ratio;
}
//--------------- Internals Below -------------------
/** @private */
constructor(def: b2GearJointDef) {
// parent constructor
super(def);
const type1: number /** int */ = def.joint1.m_type;
const type2: number /** 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.GetBodyA().GetType() == b2Body.b2_staticBody);
//b2Settings.b2Assert(def.joint2.GetBodyA().GetType() == b2Body.b2_staticBody);
this.m_revolute1 = null;
this.m_prismatic1 = null;
this.m_revolute2 = null;
this.m_prismatic2 = null;
let coordinate1: number;
let coordinate2: number;
this.m_ground1 = def.joint1.GetBodyA();
this.m_bodyA = def.joint1.GetBodyB();
if (type1 == b2Joint.e_revoluteJoint) {
this.m_revolute1 = def.joint1 as b2RevoluteJoint;
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 as b2PrismaticJoint;
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.GetBodyA();
this.m_bodyB = def.joint2.GetBodyB();
if (type2 == b2Joint.e_revoluteJoint) {
this.m_revolute2 = def.joint2 as b2RevoluteJoint;
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 as b2PrismaticJoint;
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_impulse = 0.0;
}
public InitVelocityConstraints(step: b2TimeStep): void {
const g1: b2Body = this.m_ground1;
const g2: b2Body = this.m_ground2;
const bA: b2Body = this.m_bodyA;
const bB: b2Body = this.m_bodyB;
// temp vars
let ugX: number;
let ugY: number;
let rX: number;
let rY: number;
let tMat: b2Mat22;
let tVec: b2Vec2;
let crug: number;
let tX: number;
let K: number = 0.0;
this.m_J.SetZero();
if (this.m_revolute1) {
this.m_J.angularA = -1.0;
K += bA.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(bA->m_xf.R, m_localAnchor1 - bA->GetLocalCenter());
tMat = bA.m_xf.R;
rX = this.m_localAnchor1.x - bA.m_sweep.localCenter.x;
rY = this.m_localAnchor1.y - bA.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;
//this.m_J.linearA = -ug;
this.m_J.linearA.Set(-ugX, -ugY);
this.m_J.angularA = -crug;
K += bA.m_invMass + bA.m_invI * crug * crug;
}
if (this.m_revolute2) {
this.m_J.angularB = -this.m_ratio;
K += this.m_ratio * this.m_ratio * bB.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(bB->m_xf.R, m_localAnchor2 - bB->GetLocalCenter());
tMat = bB.m_xf.R;
rX = this.m_localAnchor2.x - bB.m_sweep.localCenter.x;
rY = this.m_localAnchor2.y - bB.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;
//this.m_J.linearB = -this.m_ratio * ug;
this.m_J.linearB.Set(-this.m_ratio * ugX, -this.m_ratio * ugY);
this.m_J.angularB = -this.m_ratio * crug;
K += this.m_ratio * this.m_ratio * (bB.m_invMass + bB.m_invI * crug * crug);
}
// Compute effective mass.
this.m_mass = K > 0.0 ? 1.0 / K : 0.0;
if (step.warmStarting) {
// Warm starting.
//bA.m_linearVelocity += bA.m_invMass * this.m_impulse * this.m_J.linearA;
bA.m_linearVelocity.x += bA.m_invMass * this.m_impulse * this.m_J.linearA.x;
bA.m_linearVelocity.y += bA.m_invMass * this.m_impulse * this.m_J.linearA.y;
bA.m_angularVelocity += bA.m_invI * this.m_impulse * this.m_J.angularA;
//bB.m_linearVelocity += bB.m_invMass * this.m_impulse * this.m_J.linearB;
bB.m_linearVelocity.x += bB.m_invMass * this.m_impulse * this.m_J.linearB.x;
bB.m_linearVelocity.y += bB.m_invMass * this.m_impulse * this.m_J.linearB.y;
bB.m_angularVelocity += bB.m_invI * this.m_impulse * this.m_J.angularB;
} else {
this.m_impulse = 0.0;
}
}
public SolveVelocityConstraints(step: b2TimeStep): void {
//B2_NOT_USED(step);
const bA: b2Body = this.m_bodyA;
const bB: b2Body = this.m_bodyB;
const Cdot: number = this.m_J.Compute(bA.m_linearVelocity, bA.m_angularVelocity,
bB.m_linearVelocity, bB.m_angularVelocity);
const impulse: number = -this.m_mass * Cdot;
this.m_impulse += impulse;
bA.m_linearVelocity.x += bA.m_invMass * impulse * this.m_J.linearA.x;
bA.m_linearVelocity.y += bA.m_invMass * impulse * this.m_J.linearA.y;
bA.m_angularVelocity += bA.m_invI * impulse * this.m_J.angularA;
bB.m_linearVelocity.x += bB.m_invMass * impulse * this.m_J.linearB.x;
bB.m_linearVelocity.y += bB.m_invMass * impulse * this.m_J.linearB.y;
bB.m_angularVelocity += bB.m_invI * impulse * this.m_J.angularB;
}
public SolvePositionConstraints(baumgarte: number): boolean {
//B2_NOT_USED(baumgarte);
const linearError: number = 0.0;
const bA: b2Body = this.m_bodyA;
const bB: b2Body = this.m_bodyB;
let coordinate1: number;
let coordinate2: number;
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();
}
const C: number = this.m_constant - (coordinate1 + this.m_ratio * coordinate2);
const impulse: number = -this.m_mass * C;
bA.m_sweep.c.x += bA.m_invMass * impulse * this.m_J.linearA.x;
bA.m_sweep.c.y += bA.m_invMass * impulse * this.m_J.linearA.y;
bA.m_sweep.a += bA.m_invI * impulse * this.m_J.angularA;
bB.m_sweep.c.x += bB.m_invMass * impulse * this.m_J.linearB.x;
bB.m_sweep.c.y += bB.m_invMass * impulse * this.m_J.linearB.y;
bB.m_sweep.a += bB.m_invI * impulse * this.m_J.angularB;
bA.SynchronizeTransform();
bB.SynchronizeTransform();
// TODO_ERIN not implemented
return linearError < b2Settings.b2_linearSlop;
}
private m_ground1: b2Body;
private m_ground2: b2Body;
// One of these is NULL.
private m_revolute1: b2RevoluteJoint;
private m_prismatic1: b2PrismaticJoint;
// One of these is NULL.
private m_revolute2: b2RevoluteJoint;
private m_prismatic2: b2PrismaticJoint;
private m_groundAnchor1: b2Vec2 = new b2Vec2();
private m_groundAnchor2: b2Vec2 = new b2Vec2();
private m_localAnchor1: b2Vec2 = new b2Vec2();
private m_localAnchor2: b2Vec2 = new b2Vec2();
private m_J: b2Jacobian = new b2Jacobian();
private m_constant: number;
private m_ratio: number;
// Effective mass
private m_mass: number;
// Impulse for accumulation/warm starting.
private m_impulse: number;
}