@awayfl/poki-player
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AVM Player for poki games
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text/typescript
/*
* 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, b2GearJointDef } from '../Joints';
import { b2Vec2, b2Mat22 } from '../../Common/Math';
import { b2Body } from '../b2Body';
import { b2TimeStep } from '../b2TimeStep';
import { b2Settings } from '../../Common/b2Settings';
import { b2Jacobian } from './b2Jacobian';
import { b2RevoluteJoint } from './b2RevoluteJoint';
import { b2PrismaticJoint } from './b2PrismaticJoint';
/// 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).
export class b2GearJoint extends b2Joint {
public GetAnchor1(): b2Vec2 {
//return this.m_body1->GetWorldPoint(this.m_localAnchor1);
return this.m_body1.GetWorldPoint(this.m_localAnchor1);
}
public GetAnchor2(): b2Vec2 {
//return this.m_body2->GetWorldPoint(this.m_localAnchor2);
return this.m_body2.GetWorldPoint(this.m_localAnchor2);
}
public GetReactionForce(): b2Vec2 {
// TODO_ERIN not tested
const F: b2Vec2 = new b2Vec2(this.m_force * this.m_J.linear2.x, this.m_force * this.m_J.linear2.y);
return F;
}
public GetReactionTorque(): number {
// TODO_ERIN not tested
//b2Vec2 r = b2Mul(m_body2->m_xf.R, m_localAnchor2 - m_body2->GetLocalCenter());
const tMat: b2Mat22 = this.m_body2.m_xf.R;
let rX: number = this.m_localAnchor1.x - this.m_body2.m_sweep.localCenter.x;
let rY: number = this.m_localAnchor1.y - this.m_body2.m_sweep.localCenter.y;
let tX: number = 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;
}
public GetRatio(): number {
return this.m_ratio;
}
//--------------- Internals Below -------------------
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.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;
let coordinate1: number;
let coordinate2: number;
this.m_ground1 = def.joint1.m_body1;
this.m_body1 = def.joint1.m_body2;
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.m_body1;
this.m_body2 = def.joint2.m_body2;
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_force = 0.0;
}
public InitVelocityConstraints(step: b2TimeStep): void {
const g1: b2Body = this.m_ground1;
const g2: b2Body = this.m_ground2;
const b1: b2Body = this.m_body1;
const b2: b2Body = this.m_body2;
// 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.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.
const P: number = 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;
}
}
public SolveVelocityConstraints(step: b2TimeStep): void {
const b1: b2Body = this.m_body1;
const b2: b2Body = this.m_body2;
const Cdot: number = this.m_J.Compute(b1.m_linearVelocity, b1.m_angularVelocity,
b2.m_linearVelocity, b2.m_angularVelocity);
const force: number = -step.inv_dt * this.m_mass * Cdot;
this.m_force += force;
const P: number = 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;
}
public SolvePositionConstraints(): boolean {
const linearError: number = 0.0;
const b1: b2Body = this.m_body1;
const b2: b2Body = this.m_body2;
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;
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;
}
public m_ground1: b2Body;
public m_ground2: b2Body;
// One of these is NULL.
public m_revolute1: b2RevoluteJoint;
public m_prismatic1: b2PrismaticJoint;
// One of these is NULL.
public m_revolute2: b2RevoluteJoint;
public m_prismatic2: b2PrismaticJoint;
public m_groundAnchor1: b2Vec2 = new b2Vec2();
public m_groundAnchor2: b2Vec2 = new b2Vec2();
public m_localAnchor1: b2Vec2 = new b2Vec2();
public m_localAnchor2: b2Vec2 = new b2Vec2();
public m_J: b2Jacobian = new b2Jacobian();
public m_constant: number;
public m_ratio: number;
// Effective mass
public m_mass: number;
// Impulse for accumulation/warm starting.
public m_force: number;
}