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cannon

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A lightweight 3D physics engine written in JavaScript.

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module.exports = RotationalEquation; var Vec3 = require('../math/Vec3'); var Mat3 = require('../math/Mat3'); var Equation = require('./Equation'); /** * Rotational constraint. Works to keep the local vectors orthogonal to each other in world space. * @class RotationalEquation * @constructor * @author schteppe * @param {Body} bodyA * @param {Body} bodyB * @param {Vec3} [options.axisA] * @param {Vec3} [options.axisB] * @param {number} [options.maxForce] * @extends Equation */ function RotationalEquation(bodyA, bodyB, options){ options = options || {}; var maxForce = typeof(options.maxForce) !== 'undefined' ? options.maxForce : 1e6; Equation.call(this,bodyA,bodyB,-maxForce, maxForce); this.axisA = options.axisA ? options.axisA.clone() : new Vec3(1, 0, 0); this.axisB = options.axisB ? options.axisB.clone() : new Vec3(0, 1, 0); this.maxAngle = Math.PI / 2; } RotationalEquation.prototype = new Equation(); RotationalEquation.prototype.constructor = RotationalEquation; var tmpVec1 = new Vec3(); var tmpVec2 = new Vec3(); RotationalEquation.prototype.computeB = function(h){ var a = this.a, b = this.b, ni = this.axisA, nj = this.axisB, nixnj = tmpVec1, njxni = tmpVec2, GA = this.jacobianElementA, GB = this.jacobianElementB; // Caluclate cross products ni.cross(nj, nixnj); nj.cross(ni, njxni); // g = ni * nj // gdot = (nj x ni) * wi + (ni x nj) * wj // G = [0 njxni 0 nixnj] // W = [vi wi vj wj] GA.rotational.copy(njxni); GB.rotational.copy(nixnj); var g = Math.cos(this.maxAngle) - ni.dot(nj), GW = this.computeGW(), GiMf = this.computeGiMf(); var B = - g * a - GW * b - h * GiMf; return B; };