@awayfl/poki-player
Version:
AVM Player for poki games
250 lines (206 loc) • 8.21 kB
text/typescript
import { b2Vec2, b2Mat22 } from '../../Common/Math';
import { b2Body } from '../b2Body';
import { b2TimeStep } from '../b2TimeStep';
import { b2Joint, b2MouseJointDef } from '../Joints';
/**
* 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.
* Note: this joint is not fully documented as it is intended primarily
* for the testbed. See that for more instructions.
* @see b2MouseJointDef
*/
export class b2MouseJoint extends b2Joint {
/** @inheritDoc */
public GetAnchorA(): b2Vec2 {
return this.m_target;
}
/** @inheritDoc */
public GetAnchorB(): b2Vec2 {
return this.m_bodyB.GetWorldPoint(this.m_localAnchor);
}
/** @inheritDoc */
public GetReactionForce(inv_dt: number): b2Vec2 {
return new b2Vec2(inv_dt * this.m_impulse.x, inv_dt * this.m_impulse.y);
}
/** @inheritDoc */
public GetReactionTorque(inv_dt: number): number {
return 0.0;
}
public GetTarget(): b2Vec2 {
return this.m_target;
}
/**
* Use this to update the target point.
*/
public SetTarget(target: b2Vec2): void {
if (this.m_bodyB.IsAwake() == false) {
this.m_bodyB.SetAwake(true);
}
this.m_target = target;
}
/// Get the maximum force in Newtons.
public GetMaxForce(): number {
return this.m_maxForce;
}
/// Set the maximum force in Newtons.
public SetMaxForce(maxForce: number): void {
this.m_maxForce = maxForce;
}
/// Get frequency in Hz
public GetFrequency(): number {
return this.m_frequencyHz;
}
/// Set the frequency in Hz
public SetFrequency(hz: number): void {
this.m_frequencyHz = hz;
}
/// Get damping ratio
public GetDampingRatio(): number {
return this.m_dampingRatio;
}
/// Set damping ratio
public SetDampingRatio(ratio: number): void {
this.m_dampingRatio = ratio;
}
//--------------- Internals Below -------------------
/** @private */
constructor(def: b2MouseJointDef) {
super(def);
//b2Settings.b2Assert(def.target.IsValid());
//b2Settings.b2Assert(b2Math.b2IsValid(def.maxForce) && def.maxForce > 0.0);
//b2Settings.b2Assert(b2Math.b2IsValid(def.frequencyHz) && def.frequencyHz > 0.0);
//b2Settings.b2Assert(b2Math.b2IsValid(def.dampingRatio) && def.dampingRatio > 0.0);
this.m_target.SetV(def.target);
//this.m_localAnchor = b2MulT(this.m_bodyB.this.m_xf, this.m_target);
const tX: number = this.m_target.x - this.m_bodyB.m_xf.position.x;
const tY: number = this.m_target.y - this.m_bodyB.m_xf.position.y;
const tMat: b2Mat22 = this.m_bodyB.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();
this.m_frequencyHz = def.frequencyHz;
this.m_dampingRatio = def.dampingRatio;
this.m_beta = 0.0;
this.m_gamma = 0.0;
}
// 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_bodyB;
const mass: number = b.GetMass();
// Frequency
const omega: number = 2.0 * Math.PI * this.m_frequencyHz;
// Damping co-efficient
const d: number = 2.0 * mass * this.m_dampingRatio * omega;
// Spring stiffness
const k: number = mass * omega * omega;
// magic formulas
// gamma has units of inverse mass
// beta hs units of inverse time
//b2Settings.b2Assert(d + step.dt * k > Number.MIN_VALUE)
this.m_gamma = step.dt * (d + step.dt * k);
this.m_gamma = this.m_gamma != 0 ? 1 / this.m_gamma : 0.0;
this.m_beta = step.dt * k * this.m_gamma;
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;
//this.m_ptpMass = K.GetInverse();
this.K.GetInverse(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.
this.m_impulse.x *= step.dtRatio;
this.m_impulse.y *= step.dtRatio;
//b.m_linearVelocity += invMass * this.m_impulse;
b.m_linearVelocity.x += invMass * this.m_impulse.x;
b.m_linearVelocity.y += invMass * this.m_impulse.y;
//b.m_angularVelocity += invI * b2Cross(r, this.m_impulse);
b.m_angularVelocity += invI * (rX * this.m_impulse.y - rY * this.m_impulse.x);
}
public SolveVelocityConstraints(step: b2TimeStep): void {
const b: b2Body = this.m_bodyB;
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 impulse = - b2Mul(this.m_mass, Cdot + this.m_beta * this.m_C + this.m_gamma * this.m_impulse);
tMat = this.m_mass;
tX = CdotX + this.m_beta * this.m_C.x + this.m_gamma * this.m_impulse.x;
tY = CdotY + this.m_beta * this.m_C.y + this.m_gamma * this.m_impulse.y;
let impulseX: number = -(tMat.col1.x * tX + tMat.col2.x * tY);
let impulseY: number = -(tMat.col1.y * tX + tMat.col2.y * tY);
const oldImpulseX: number = this.m_impulse.x;
const oldImpulseY: number = this.m_impulse.y;
//this.m_impulse += impulse;
this.m_impulse.x += impulseX;
this.m_impulse.y += impulseY;
const maxImpulse: number = step.dt * this.m_maxForce;
if (this.m_impulse.LengthSquared() > maxImpulse * maxImpulse) {
//this.m_impulse *= this.m_maxImpulse / this.m_impulse.Length();
this.m_impulse.Multiply(maxImpulse / this.m_impulse.Length());
}
//impulse = this.m_impulse - oldImpulse;
impulseX = this.m_impulse.x - oldImpulseX;
impulseY = this.m_impulse.y - oldImpulseY;
//b->this.m_linearVelocity += b->m_invMass * impulse;
b.m_linearVelocity.x += b.m_invMass * impulseX;
b.m_linearVelocity.y += b.m_invMass * impulseY;
//b->m_angularVelocity += b->m_invI * b2Cross(r, P);
b.m_angularVelocity += b.m_invI * (rX * impulseY - rY * impulseX);
}
public SolvePositionConstraints(baumgarte: number): boolean {
//B2_NOT_USED(baumgarte);
return true;
}
private m_localAnchor: b2Vec2 = new b2Vec2();
private m_target: b2Vec2 = new b2Vec2();
private m_impulse: b2Vec2 = new b2Vec2();
private m_mass: b2Mat22 = new b2Mat22(); // effective mass for point-to-point constraint.
private m_C: b2Vec2 = new b2Vec2(); // position error
private m_maxForce: number;
private m_frequencyHz: number;
private m_dampingRatio: number;
private m_beta: number; // bias factor
private m_gamma: number; // softness
}