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@box2d/debug-draw

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Debug drawing helper for @box2d

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"use strict"; // MIT License Object.defineProperty(exports, "__esModule", { value: true }); exports.b2PulleyJoint = exports.b2PulleyJointDef = exports.b2_minPulleyLength = void 0; // Copyright (c) 2019 Erin Catto // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. // DEBUG: import { b2Assert, b2_epsilon } from "../common/b2_common"; const b2_common_1 = require("../common/b2_common"); const b2_draw_1 = require("../common/b2_draw"); const b2_math_1 = require("../common/b2_math"); const b2_joint_1 = require("./b2_joint"); // Pulley: // length1 = norm(p1 - s1) // length2 = norm(p2 - s2) // C0 = (length1 + ratio * length2)_initial // C = C0 - (length1 + ratio * length2) // u1 = (p1 - s1) / norm(p1 - s1) // u2 = (p2 - s2) / norm(p2 - s2) // Cdot = -dot(u1, v1 + cross(w1, r1)) - ratio * dot(u2, v2 + cross(w2, r2)) // J = -[u1 cross(r1, u1) ratio * u2 ratio * cross(r2, u2)] // K = J * invM * JT // = invMass1 + invI1 * cross(r1, u1)^2 + ratio^2 * (invMass2 + invI2 * cross(r2, u2)^2) exports.b2_minPulleyLength = 2; const temp = { qA: new b2_math_1.b2Rot(), qB: new b2_math_1.b2Rot(), lalcA: new b2_math_1.b2Vec2(), lalcB: new b2_math_1.b2Vec2(), p: new b2_math_1.b2Vec2(), PA: new b2_math_1.b2Vec2(), PB: new b2_math_1.b2Vec2(), vpA: new b2_math_1.b2Vec2(), vpB: new b2_math_1.b2Vec2(), pA: new b2_math_1.b2Vec2(), pB: new b2_math_1.b2Vec2(), }; /** * Pulley joint definition. This requires two ground anchors, * two dynamic body anchor points, and a pulley ratio. */ class b2PulleyJointDef extends b2_joint_1.b2JointDef { constructor() { super(b2_joint_1.b2JointType.e_pulleyJoint); /** The first ground anchor in world coordinates. This point never moves. */ this.groundAnchorA = new b2_math_1.b2Vec2(-1, 1); /** The second ground anchor in world coordinates. This point never moves. */ this.groundAnchorB = new b2_math_1.b2Vec2(1, 1); /** The local anchor point relative to bodyA's origin. */ this.localAnchorA = new b2_math_1.b2Vec2(-1, 0); /** The local anchor point relative to bodyB's origin. */ this.localAnchorB = new b2_math_1.b2Vec2(1, 0); /** The a reference length for the segment attached to bodyA. */ this.lengthA = 0; /** The a reference length for the segment attached to bodyB. */ this.lengthB = 0; /** The pulley ratio, used to simulate a block-and-tackle. */ this.ratio = 1; this.collideConnected = true; } /** Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors. */ Initialize(bA, bB, groundA, groundB, anchorA, anchorB, r) { this.bodyA = bA; this.bodyB = bB; this.groundAnchorA.Copy(groundA); this.groundAnchorB.Copy(groundB); this.bodyA.GetLocalPoint(anchorA, this.localAnchorA); this.bodyB.GetLocalPoint(anchorB, this.localAnchorB); this.lengthA = b2_math_1.b2Vec2.Distance(anchorA, groundA); this.lengthB = b2_math_1.b2Vec2.Distance(anchorB, groundB); this.ratio = r; // DEBUG: b2Assert(this.ratio > b2_epsilon); } } exports.b2PulleyJointDef = b2PulleyJointDef; const defaultGroundAnchorA = new b2_math_1.b2Vec2(-1, 1); const defaultGroundAnchorB = b2_math_1.b2Vec2.UNITX; const defaultLocalAnchorA = new b2_math_1.b2Vec2(-1, 0); const defaultLocalAnchorB = b2_math_1.b2Vec2.UNITX; /** * The pulley joint is connected to two bodies and two fixed ground points. * The pulley supports a ratio such that: * length1 + ratio * length2 <= constant * Yes, the force transmitted is scaled by the ratio. * Warning: the pulley joint can get a bit squirrelly by itself. They often * work better when combined with prismatic joints. You should also cover the * the anchor points with static shapes to prevent one side from going to * zero length. */ class b2PulleyJoint extends b2_joint_1.b2Joint { /** @internal protected */ constructor(def) { var _a, _b, _c, _d, _e, _f, _g; super(def); this.m_groundAnchorA = new b2_math_1.b2Vec2(); this.m_groundAnchorB = new b2_math_1.b2Vec2(); this.m_lengthA = 0; this.m_lengthB = 0; // Solver shared this.m_localAnchorA = new b2_math_1.b2Vec2(); this.m_localAnchorB = new b2_math_1.b2Vec2(); this.m_constant = 0; this.m_ratio = 0; this.m_impulse = 0; // Solver temp this.m_indexA = 0; this.m_indexB = 0; this.m_uA = new b2_math_1.b2Vec2(); this.m_uB = new b2_math_1.b2Vec2(); this.m_rA = new b2_math_1.b2Vec2(); this.m_rB = new b2_math_1.b2Vec2(); this.m_localCenterA = new b2_math_1.b2Vec2(); this.m_localCenterB = new b2_math_1.b2Vec2(); this.m_invMassA = 0; this.m_invMassB = 0; this.m_invIA = 0; this.m_invIB = 0; this.m_mass = 0; this.m_groundAnchorA.Copy((_a = def.groundAnchorA) !== null && _a !== void 0 ? _a : defaultGroundAnchorA); this.m_groundAnchorB.Copy((_b = def.groundAnchorB) !== null && _b !== void 0 ? _b : defaultGroundAnchorB); this.m_localAnchorA.Copy((_c = def.localAnchorA) !== null && _c !== void 0 ? _c : defaultLocalAnchorA); this.m_localAnchorB.Copy((_d = def.localAnchorB) !== null && _d !== void 0 ? _d : defaultLocalAnchorB); this.m_lengthA = (_e = def.lengthA) !== null && _e !== void 0 ? _e : 0; this.m_lengthB = (_f = def.lengthB) !== null && _f !== void 0 ? _f : 0; // DEBUG: b2Assert((def.ratio ?? 1) !== 0); this.m_ratio = (_g = def.ratio) !== null && _g !== void 0 ? _g : 1; this.m_constant = this.m_lengthA + this.m_ratio * this.m_lengthB; this.m_impulse = 0; } /** @internal protected */ InitVelocityConstraints(data) { this.m_indexA = this.m_bodyA.m_islandIndex; this.m_indexB = this.m_bodyB.m_islandIndex; this.m_localCenterA.Copy(this.m_bodyA.m_sweep.localCenter); this.m_localCenterB.Copy(this.m_bodyB.m_sweep.localCenter); this.m_invMassA = this.m_bodyA.m_invMass; this.m_invMassB = this.m_bodyB.m_invMass; this.m_invIA = this.m_bodyA.m_invI; this.m_invIB = this.m_bodyB.m_invI; const cA = data.positions[this.m_indexA].c; const aA = data.positions[this.m_indexA].a; const vA = data.velocities[this.m_indexA].v; let wA = data.velocities[this.m_indexA].w; const cB = data.positions[this.m_indexB].c; const aB = data.positions[this.m_indexB].a; const vB = data.velocities[this.m_indexB].v; let wB = data.velocities[this.m_indexB].w; const { qA, qB, lalcA, lalcB } = temp; qA.Set(aA); qB.Set(aB); b2_math_1.b2Rot.MultiplyVec2(qA, b2_math_1.b2Vec2.Subtract(this.m_localAnchorA, this.m_localCenterA, lalcA), this.m_rA); b2_math_1.b2Rot.MultiplyVec2(qB, b2_math_1.b2Vec2.Subtract(this.m_localAnchorB, this.m_localCenterB, lalcB), this.m_rB); // Get the pulley axes. b2_math_1.b2Vec2.Add(cA, this.m_rA, this.m_uA).Subtract(this.m_groundAnchorA); b2_math_1.b2Vec2.Add(cB, this.m_rB, this.m_uB).Subtract(this.m_groundAnchorB); const lengthA = this.m_uA.Length(); const lengthB = this.m_uB.Length(); if (lengthA > 10 * b2_common_1.b2_linearSlop) { this.m_uA.Scale(1 / lengthA); } else { this.m_uA.SetZero(); } if (lengthB > 10 * b2_common_1.b2_linearSlop) { this.m_uB.Scale(1 / lengthB); } else { this.m_uB.SetZero(); } // Compute effective mass. const ruA = b2_math_1.b2Vec2.Cross(this.m_rA, this.m_uA); const ruB = b2_math_1.b2Vec2.Cross(this.m_rB, this.m_uB); const mA = this.m_invMassA + this.m_invIA * ruA * ruA; const mB = this.m_invMassB + this.m_invIB * ruB * ruB; this.m_mass = mA + this.m_ratio * this.m_ratio * mB; if (this.m_mass > 0) { this.m_mass = 1 / this.m_mass; } if (data.step.warmStarting) { // Scale impulses to support variable time steps. this.m_impulse *= data.step.dtRatio; // Warm starting. const { PA, PB } = temp; b2_math_1.b2Vec2.Scale(-this.m_impulse, this.m_uA, PA); b2_math_1.b2Vec2.Scale(-this.m_ratio * this.m_impulse, this.m_uB, PB); vA.AddScaled(this.m_invMassA, PA); wA += this.m_invIA * b2_math_1.b2Vec2.Cross(this.m_rA, PA); vB.AddScaled(this.m_invMassB, PB); wB += this.m_invIB * b2_math_1.b2Vec2.Cross(this.m_rB, PB); } else { this.m_impulse = 0; } data.velocities[this.m_indexA].w = wA; data.velocities[this.m_indexB].w = wB; } /** @internal protected */ SolveVelocityConstraints(data) { const vA = data.velocities[this.m_indexA].v; let wA = data.velocities[this.m_indexA].w; const vB = data.velocities[this.m_indexB].v; let wB = data.velocities[this.m_indexB].w; const { PA, PB, vpA, vpB } = temp; b2_math_1.b2Vec2.AddCrossScalarVec2(vA, wA, this.m_rA, vpA); b2_math_1.b2Vec2.AddCrossScalarVec2(vB, wB, this.m_rB, vpB); const Cdot = -b2_math_1.b2Vec2.Dot(this.m_uA, vpA) - this.m_ratio * b2_math_1.b2Vec2.Dot(this.m_uB, vpB); const impulse = -this.m_mass * Cdot; this.m_impulse += impulse; b2_math_1.b2Vec2.Scale(-impulse, this.m_uA, PA); b2_math_1.b2Vec2.Scale(-this.m_ratio * impulse, this.m_uB, PB); vA.AddScaled(this.m_invMassA, PA); wA += this.m_invIA * b2_math_1.b2Vec2.Cross(this.m_rA, PA); vB.AddScaled(this.m_invMassB, PB); wB += this.m_invIB * b2_math_1.b2Vec2.Cross(this.m_rB, PB); data.velocities[this.m_indexA].w = wA; data.velocities[this.m_indexB].w = wB; } /** @internal protected */ SolvePositionConstraints(data) { const cA = data.positions[this.m_indexA].c; let aA = data.positions[this.m_indexA].a; const cB = data.positions[this.m_indexB].c; let aB = data.positions[this.m_indexB].a; const { qA, qB, lalcA, lalcB, PA, PB } = temp; qA.Set(aA); qB.Set(aB); const rA = b2_math_1.b2Rot.MultiplyVec2(qA, b2_math_1.b2Vec2.Subtract(this.m_localAnchorA, this.m_localCenterA, lalcA), this.m_rA); const rB = b2_math_1.b2Rot.MultiplyVec2(qB, b2_math_1.b2Vec2.Subtract(this.m_localAnchorB, this.m_localCenterB, lalcB), this.m_rB); // Get the pulley axes. const uA = b2_math_1.b2Vec2.Add(cA, rA, this.m_uA).Subtract(this.m_groundAnchorA); const uB = b2_math_1.b2Vec2.Add(cB, rB, this.m_uB).Subtract(this.m_groundAnchorB); const lengthA = uA.Length(); const lengthB = uB.Length(); if (lengthA > 10 * b2_common_1.b2_linearSlop) { uA.Scale(1 / lengthA); } else { uA.SetZero(); } if (lengthB > 10 * b2_common_1.b2_linearSlop) { uB.Scale(1 / lengthB); } else { uB.SetZero(); } // Compute effective mass. const ruA = b2_math_1.b2Vec2.Cross(rA, uA); const ruB = b2_math_1.b2Vec2.Cross(rB, uB); const mA = this.m_invMassA + this.m_invIA * ruA * ruA; const mB = this.m_invMassB + this.m_invIB * ruB * ruB; let mass = mA + this.m_ratio * this.m_ratio * mB; if (mass > 0) { mass = 1 / mass; } const C = this.m_constant - lengthA - this.m_ratio * lengthB; const linearError = Math.abs(C); const impulse = -mass * C; b2_math_1.b2Vec2.Scale(-impulse, uA, PA); b2_math_1.b2Vec2.Scale(-this.m_ratio * impulse, uB, PB); cA.AddScaled(this.m_invMassA, PA); aA += this.m_invIA * b2_math_1.b2Vec2.Cross(rA, PA); cB.AddScaled(this.m_invMassB, PB); aB += this.m_invIB * b2_math_1.b2Vec2.Cross(rB, PB); data.positions[this.m_indexA].a = aA; data.positions[this.m_indexB].a = aB; return linearError < b2_common_1.b2_linearSlop; } GetAnchorA(out) { return this.m_bodyA.GetWorldPoint(this.m_localAnchorA, out); } GetAnchorB(out) { return this.m_bodyB.GetWorldPoint(this.m_localAnchorB, out); } GetReactionForce(inv_dt, out) { out.x = inv_dt * this.m_impulse * this.m_uB.x; out.y = inv_dt * this.m_impulse * this.m_uB.y; return out; } GetReactionTorque(_inv_dt) { return 0; } /** Get the first ground anchor. */ GetGroundAnchorA() { return this.m_groundAnchorA; } /** Get the second ground anchor. */ GetGroundAnchorB() { return this.m_groundAnchorB; } /** Get the current length of the segment attached to bodyA. */ GetLengthA() { return this.m_lengthA; } /** Get the current length of the segment attached to bodyB. */ GetLengthB() { return this.m_lengthB; } /** Get the pulley ratio. */ GetRatio() { return this.m_ratio; } /** Get the current length of the segment attached to bodyA. */ GetCurrentLengthA() { const p = this.m_bodyA.GetWorldPoint(this.m_localAnchorA, temp.p); const s = this.m_groundAnchorA; return b2_math_1.b2Vec2.Distance(p, s); } /** Get the current length of the segment attached to bodyB. */ GetCurrentLengthB() { const p = this.m_bodyB.GetWorldPoint(this.m_localAnchorB, temp.p); const s = this.m_groundAnchorB; return b2_math_1.b2Vec2.Distance(p, s); } ShiftOrigin(newOrigin) { this.m_groundAnchorA.Subtract(newOrigin); this.m_groundAnchorB.Subtract(newOrigin); } Draw(draw) { const p1 = this.GetAnchorA(temp.pA); const p2 = this.GetAnchorB(temp.pB); const s1 = this.GetGroundAnchorA(); const s2 = this.GetGroundAnchorB(); draw.DrawSegment(s1, p1, b2_draw_1.debugColors.joint6); draw.DrawSegment(s2, p2, b2_draw_1.debugColors.joint6); draw.DrawSegment(s1, s2, b2_draw_1.debugColors.joint6); } } exports.b2PulleyJoint = b2PulleyJoint;