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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.b2WeldJoint = exports.b2WeldJointDef = 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. const b2_common_1 = require("../common/b2_common"); const b2_math_1 = require("../common/b2_math"); const b2_joint_1 = require("./b2_joint"); // Point-to-point constraint // C = p2 - p1 // Cdot = v2 - v1 // = v2 + cross(w2, r2) - v1 - cross(w1, r1) // J = [-I -r1_skew I r2_skew ] // Identity used: // w k % (rx i + ry j) = w * (-ry i + rx j) // Angle constraint // C = angle2 - angle1 - referenceAngle // Cdot = w2 - w1 // J = [0 0 -1 0 0 1] // K = invI1 + invI2 const temp = { qA: new b2_math_1.b2Rot(), qB: new b2_math_1.b2Rot(), rA: new b2_math_1.b2Vec2(), rB: new b2_math_1.b2Vec2(), lalcA: new b2_math_1.b2Vec2(), lalcB: new b2_math_1.b2Vec2(), K: new b2_math_1.b2Mat33(), P: new b2_math_1.b2Vec2(), Cdot1: new b2_math_1.b2Vec3(), impulse1: new b2_math_1.b2Vec2(), impulse: new b2_math_1.b2Vec3(), C1: new b2_math_1.b2Vec2(), C: new b2_math_1.b2Vec3(), }; /** * Weld joint definition. You need to specify local anchor points * where they are attached and the relative body angle. The position * of the anchor points is important for computing the reaction torque. */ class b2WeldJointDef extends b2_joint_1.b2JointDef { constructor() { super(b2_joint_1.b2JointType.e_weldJoint); /** The local anchor point relative to bodyA's origin. */ this.localAnchorA = new b2_math_1.b2Vec2(); /** The local anchor point relative to bodyB's origin. */ this.localAnchorB = new b2_math_1.b2Vec2(); /** The bodyB angle minus bodyA angle in the reference state (radians). */ this.referenceAngle = 0; /** * The rotational stiffness in N*m * Disable softness with a value of 0 */ this.stiffness = 0; /** The rotational damping in N*m*s */ this.damping = 0; } /** * Initialize the bodies, anchors, reference angle, stiffness, and damping. * @param bodyA the first body connected by this joint * @param bodyB the second body connected by this joint * @param anchor the point of connection in world coordinates */ Initialize(bA, bB, anchor) { this.bodyA = bA; this.bodyB = bB; this.bodyA.GetLocalPoint(anchor, this.localAnchorA); this.bodyB.GetLocalPoint(anchor, this.localAnchorB); this.referenceAngle = this.bodyB.GetAngle() - this.bodyA.GetAngle(); } } exports.b2WeldJointDef = b2WeldJointDef; /** * A weld joint essentially glues two bodies together. A weld joint may * distort somewhat because the island constraint solver is approximate. */ class b2WeldJoint extends b2_joint_1.b2Joint { /** @internal protected */ constructor(def) { var _a, _b, _c, _d, _e; super(def); this.m_stiffness = 0; this.m_damping = 0; this.m_bias = 0; // Solver shared this.m_localAnchorA = new b2_math_1.b2Vec2(); this.m_localAnchorB = new b2_math_1.b2Vec2(); this.m_referenceAngle = 0; this.m_gamma = 0; this.m_impulse = new b2_math_1.b2Vec3(); // Solver temp this.m_indexA = 0; this.m_indexB = 0; 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 = new b2_math_1.b2Mat33(); this.m_localAnchorA.Copy((_a = def.localAnchorA) !== null && _a !== void 0 ? _a : b2_math_1.b2Vec2.ZERO); this.m_localAnchorB.Copy((_b = def.localAnchorB) !== null && _b !== void 0 ? _b : b2_math_1.b2Vec2.ZERO); this.m_referenceAngle = (_c = def.referenceAngle) !== null && _c !== void 0 ? _c : 0; this.m_stiffness = (_d = def.stiffness) !== null && _d !== void 0 ? _d : 0; this.m_damping = (_e = def.damping) !== null && _e !== void 0 ? _e : 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 aA = data.positions[this.m_indexA].a; const vA = data.velocities[this.m_indexA].v; let wA = data.velocities[this.m_indexA].w; 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, K } = 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); // J = [-I -r1_skew I r2_skew] // [ 0 -1 0 1] // r_skew = [-ry; rx] // Matlab // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB] // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB] // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB] const mA = this.m_invMassA; const mB = this.m_invMassB; const iA = this.m_invIA; const iB = this.m_invIB; K.ex.x = mA + mB + this.m_rA.y * this.m_rA.y * iA + this.m_rB.y * this.m_rB.y * iB; K.ey.x = -this.m_rA.y * this.m_rA.x * iA - this.m_rB.y * this.m_rB.x * iB; K.ez.x = -this.m_rA.y * iA - this.m_rB.y * iB; K.ex.y = K.ey.x; K.ey.y = mA + mB + this.m_rA.x * this.m_rA.x * iA + this.m_rB.x * this.m_rB.x * iB; K.ez.y = this.m_rA.x * iA + this.m_rB.x * iB; K.ex.z = K.ez.x; K.ey.z = K.ez.y; K.ez.z = iA + iB; if (this.m_stiffness > 0) { K.GetInverse22(this.m_mass); let invM = iA + iB; const C = aB - aA - this.m_referenceAngle; // Damping coefficient const d = this.m_damping; // Spring stiffness const k = this.m_stiffness; // magic formulas const h = data.step.dt; this.m_gamma = h * (d + h * k); this.m_gamma = this.m_gamma !== 0 ? 1 / this.m_gamma : 0; this.m_bias = C * h * k * this.m_gamma; invM += this.m_gamma; this.m_mass.ez.z = invM !== 0 ? 1 / invM : 0; } else if (K.ez.z === 0) { K.GetInverse22(this.m_mass); this.m_gamma = 0; this.m_bias = 0; } else { K.GetSymInverse33(this.m_mass); this.m_gamma = 0; this.m_bias = 0; } if (data.step.warmStarting) { // Scale impulses to support a variable time step. this.m_impulse.Scale(data.step.dtRatio); const { P } = temp; P.Copy(this.m_impulse); vA.SubtractScaled(mA, P); wA -= iA * (b2_math_1.b2Vec2.Cross(this.m_rA, P) + this.m_impulse.z); vB.AddScaled(mB, P); wB += iB * (b2_math_1.b2Vec2.Cross(this.m_rB, P) + this.m_impulse.z); } else { this.m_impulse.SetZero(); } 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 mA = this.m_invMassA; const mB = this.m_invMassB; const iA = this.m_invIA; const iB = this.m_invIB; if (this.m_stiffness > 0) { const Cdot2 = wB - wA; const impulse2 = -this.m_mass.ez.z * (Cdot2 + this.m_bias + this.m_gamma * this.m_impulse.z); this.m_impulse.z += impulse2; wA -= iA * impulse2; wB += iB * impulse2; const { Cdot1, impulse1 } = temp; b2_math_1.b2Vec2.Subtract(b2_math_1.b2Vec2.AddCrossScalarVec2(vB, wB, this.m_rB, b2_math_1.b2Vec2.s_t0), b2_math_1.b2Vec2.AddCrossScalarVec2(vA, wA, this.m_rA, b2_math_1.b2Vec2.s_t1), Cdot1); b2_math_1.b2Mat33.MultiplyVec2(this.m_mass, Cdot1, impulse1).Negate(); this.m_impulse.x += impulse1.x; this.m_impulse.y += impulse1.y; const P = impulse1; vA.SubtractScaled(mA, P); wA -= iA * b2_math_1.b2Vec2.Cross(this.m_rA, P); vB.AddScaled(mB, P); wB += iB * b2_math_1.b2Vec2.Cross(this.m_rB, P); } else { const { Cdot1, impulse, P } = temp; b2_math_1.b2Vec2.Subtract(b2_math_1.b2Vec2.AddCrossScalarVec2(vB, wB, this.m_rB, b2_math_1.b2Vec2.s_t0), b2_math_1.b2Vec2.AddCrossScalarVec2(vA, wA, this.m_rA, b2_math_1.b2Vec2.s_t1), Cdot1); Cdot1.z = wB - wA; b2_math_1.b2Mat33.MultiplyVec3(this.m_mass, Cdot1, impulse).Negate(); this.m_impulse.Add(impulse); P.Set(impulse.x, impulse.y); vA.SubtractScaled(mA, P); wA -= iA * (b2_math_1.b2Vec2.Cross(this.m_rA, P) + impulse.z); vB.AddScaled(mB, P); wB += iB * (b2_math_1.b2Vec2.Cross(this.m_rB, P) + impulse.z); } 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, K, C1, P, rA, rB } = temp; qA.Set(aA); qB.Set(aB); const mA = this.m_invMassA; const mB = this.m_invMassB; const iA = this.m_invIA; const iB = this.m_invIB; b2_math_1.b2Rot.MultiplyVec2(qA, b2_math_1.b2Vec2.Subtract(this.m_localAnchorA, this.m_localCenterA, lalcA), rA); b2_math_1.b2Rot.MultiplyVec2(qB, b2_math_1.b2Vec2.Subtract(this.m_localAnchorB, this.m_localCenterB, lalcB), rB); let positionError; let angularError; K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB; K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB; K.ez.x = -rA.y * iA - rB.y * iB; K.ex.y = K.ey.x; K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB; K.ez.y = rA.x * iA + rB.x * iB; K.ex.z = K.ez.x; K.ey.z = K.ez.y; K.ez.z = iA + iB; if (this.m_stiffness > 0) { b2_math_1.b2Vec2.Add(cB, rB, C1).Subtract(cA).Subtract(rA); positionError = C1.Length(); angularError = 0; K.Solve22(C1.x, C1.y, P).Negate(); cA.SubtractScaled(mA, P); aA -= iA * b2_math_1.b2Vec2.Cross(rA, P); cB.AddScaled(mB, P); aB += iB * b2_math_1.b2Vec2.Cross(rB, P); } else { b2_math_1.b2Vec2.Add(cB, rB, C1).Subtract(cA).Subtract(rA); b2_math_1.b2Vec2.Subtract(b2_math_1.b2Vec2.Add(cB, rB, b2_math_1.b2Vec2.s_t0), b2_math_1.b2Vec2.Add(cA, rA, b2_math_1.b2Vec2.s_t1), C1); const C2 = aB - aA - this.m_referenceAngle; positionError = C1.Length(); angularError = Math.abs(C2); const { impulse, C } = temp; C.Set(C1.x, C1.y, C2); if (K.ez.z > 0) { K.Solve33(C.x, C.y, C.z, impulse).Negate(); } else { K.Solve22(C1.x, C1.y, impulse).Negate(); impulse.z = 0; } P.Copy(impulse); cA.SubtractScaled(mA, P); aA -= iA * (b2_math_1.b2Vec2.Cross(rA, P) + impulse.z); cB.AddScaled(mB, P); aB += iB * (b2_math_1.b2Vec2.Cross(rB, P) + impulse.z); } data.positions[this.m_indexA].a = aA; data.positions[this.m_indexB].a = aB; return positionError <= b2_common_1.b2_linearSlop && angularError <= b2_common_1.b2_angularSlop; } 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.x; out.y = inv_dt * this.m_impulse.y; return out; } GetReactionTorque(inv_dt) { return inv_dt * this.m_impulse.z; } /** The local anchor point relative to bodyA's origin. */ GetLocalAnchorA() { return this.m_localAnchorA; } /** The local anchor point relative to bodyB's origin. */ GetLocalAnchorB() { return this.m_localAnchorB; } /** Get the reference angle. */ GetReferenceAngle() { return this.m_referenceAngle; } /** Set stiffness in N*m */ SetStiffness(stiffness) { this.m_stiffness = stiffness; } /** Get stiffness in N*m */ GetStiffness() { return this.m_stiffness; } /** Set damping in N*m*s */ SetDamping(damping) { this.m_damping = damping; } /** Get damping in N*m*s */ GetDamping() { return this.m_damping; } } exports.b2WeldJoint = b2WeldJoint;