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planck-js

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2D physics engine for JavaScript/HTML5 game development

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/* * Copyright (c) 2016 Ali Shakiba http://shakiba.me/planck.js * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org * * 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. */ module.exports = DistanceJoint; var options = require('../util/options'); var create = require('../util/create'); var Settings = require('../Settings'); var Math = require('../common/Math'); var Vec2 = require('../common/Vec2'); var Vec3 = require('../common/Vec3'); var Mat22 = require('../common/Mat22'); var Mat33 = require('../common/Mat33'); var Rot = require('../common/Rot'); var Sweep = require('../common/Sweep'); var Transform = require('../common/Transform'); var Velocity = require('../common/Velocity'); var Position = require('../common/Position'); var Joint = require('../Joint'); DistanceJoint.TYPE = 'distance-joint'; DistanceJoint._super = Joint; DistanceJoint.prototype = create(DistanceJoint._super.prototype); /** * Distance joint definition. This requires defining an anchor point on both * bodies and the non-zero length of the distance joint. The definition uses * local anchor points so that the initial configuration can violate the * constraint slightly. This helps when saving and loading a game. Warning: Do * not use a zero or short length. * * @prop {float} frequencyHz The mass-spring-damper frequency in Hertz. A value * of 0 disables softness. * @prop {float} dampingRatio The damping ratio. 0 = no damping, 1 = critical * damping. */ var DistanceJointDef = { frequencyHz : 0.0, dampingRatio : 0.0 }; /** * A distance joint constrains two points on two bodies to remain at a fixed * distance from each other. You can view this as a massless, rigid rod. * * @param {Vec2} localAnchorA The local anchor point relative to bodyA's origin. * @param {Vec2} localAnchorB The local anchor point relative to bodyB's origin. */ function DistanceJoint(def, bodyA, anchorA, bodyB, anchorB) { if (!(this instanceof DistanceJoint)) { return new DistanceJoint(def, bodyA, anchorA, bodyB, anchorB); } def = options(def, DistanceJointDef); Joint.call(this, def, bodyA, bodyB); this.m_type = DistanceJoint.TYPE; // Solver shared this.m_localAnchorA = bodyA.GetLocalPoint(anchorA); this.m_localAnchorB = bodyB.GetLocalPoint(anchorB); this.m_length = Vec2.Distance(anchorB, anchorA); this.m_frequencyHz = def.frequencyHz; this.m_dampingRatio = def.dampingRatio; this.m_impulse = 0.0; this.m_gamma = 0.0; this.m_bias = 0.0; // Solver temp this.m_u; // Vec2 this.m_rA; // Vec2 this.m_rB; // Vec2 this.m_localCenterA; // Vec2 this.m_localCenterB; // Vec2 this.m_invMassA; this.m_invMassB; this.m_invIA; this.m_invIB; this.m_mass; // 1-D constrained system // m (v2 - v1) = lambda // v2 + (beta/h) * x1 + gamma * lambda = 0, gamma has units of inverse mass. // x2 = x1 + h * v2 // 1-D mass-damper-spring system // m (v2 - v1) + h * d * v2 + h * k * // C = norm(p2 - p1) - L // u = (p2 - p1) / norm(p2 - p1) // Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1)) // J = [-u -cross(r1, u) u cross(r2, u)] // K = J * invM * JT // = invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2 }; /** * The local anchor point relative to bodyA's origin. */ DistanceJoint.prototype.GetLocalAnchorA = function() { return this.m_localAnchorA; } /** * The local anchor point relative to bodyB's origin. */ DistanceJoint.prototype.GetLocalAnchorB = function() { return this.m_localAnchorB; } /** * Set/get the natural length. Manipulating the length can lead to non-physical * behavior when the frequency is zero. */ DistanceJoint.prototype.SetLength = function(length) { this.m_length = length; } DistanceJoint.prototype.GetLength = function() { return this.m_length; } DistanceJoint.prototype.SetFrequency = function(hz) { this.m_frequencyHz = hz; } DistanceJoint.prototype.GetFrequency = function() { return this.m_frequencyHz; } DistanceJoint.prototype.SetDampingRatio = function(ratio) { this.m_dampingRatio = ratio; } DistanceJoint.prototype.GetDampingRatio = function() { return this.m_dampingRatio; } DistanceJoint.prototype.GetAnchorA = function() { return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); } DistanceJoint.prototype.GetAnchorB = function() { return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); } DistanceJoint.prototype.GetReactionForce = function(inv_dt) { var F = Vec2.Mul(inv_dt * this.m_impulse, this.m_u); return F; } DistanceJoint.prototype.GetReactionTorque = function(inv_dt) { return 0.0; } DistanceJoint.prototype.InitVelocityConstraints = function(step) { this.m_localCenterA = this.m_bodyA.m_sweep.localCenter; this.m_localCenterB = 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; var cA = this.m_bodyA.c_position.c; var aA = this.m_bodyA.c_position.a; var vA = this.m_bodyA.c_velocity.v; var wA = this.m_bodyA.c_velocity.w; var cB = this.m_bodyB.c_position.c; var aB = this.m_bodyB.c_position.a; var vB = this.m_bodyB.c_velocity.v; var wB = this.m_bodyB.c_velocity.w; var qA = Rot(aA); var qB = Rot(aB); this.m_rA = Rot.Mul(qA, Vec2.Sub(this.m_localAnchorA, this.m_localCenterA)); this.m_rB = Rot.Mul(qB, Vec2.Sub(this.m_localAnchorB, this.m_localCenterB)); this.m_u = Vec2.Sub(Vec2.Add(cB, this.m_rB), Vec2.Add(cA, this.m_rA)); // Handle singularity. var length = this.m_u.Length(); if (length > Settings.linearSlop) { this.m_u.Mul(1.0 / length); } else { this.m_u.Set(0.0, 0.0); } var crAu = Vec2.Cross(this.m_rA, this.m_u); var crBu = Vec2.Cross(this.m_rB, this.m_u); var invMass = this.m_invMassA + this.m_invIA * crAu * crAu + this.m_invMassB + this.m_invIB * crBu * crBu; // Compute the effective mass matrix. this.m_mass = invMass != 0.0 ? 1.0 / invMass : 0.0; if (this.m_frequencyHz > 0.0) { var C = length - this.m_length; // Frequency var omega = 2.0 * Math.PI * this.m_frequencyHz; // Damping coefficient var d = 2.0 * this.m_mass * this.m_dampingRatio * omega; // Spring stiffness var k = this.m_mass * omega * omega; // magic formulas var h = step.dt; this.m_gamma = h * (d + h * k); this.m_gamma = this.m_gamma != 0.0 ? 1.0 / this.m_gamma : 0.0; this.m_bias = C * h * k * this.m_gamma; invMass += this.m_gamma; this.m_mass = invMass != 0.0 ? 1.0 / invMass : 0.0; } else { this.m_gamma = 0.0; this.m_bias = 0.0; } if (step.warmStarting) { // Scale the impulse to support a variable time step. this.m_impulse *= step.dtRatio; var P = Vec2.Mul(this.m_impulse, this.m_u); vA.WSub(this.m_invMassA, P); wA -= this.m_invIA * Cross(this.m_rA, P); vB.WAdd(this.m_invMassB, P); wB += this.m_invIB * Vec2.Cross(this.m_rB, P); } else { this.m_impulse = 0.0; } this.m_bodyA.c_velocity.v.Set(vA); this.m_bodyA.c_velocity.w = wA; this.m_bodyB.c_velocity.v.Set(vB); this.m_bodyB.c_velocity.w = wB; } DistanceJoint.prototype.SolveVelocityConstraints = function(step) { var vA = this.m_bodyA.c_velocity.v; var wA = this.m_bodyA.c_velocity.w; var vB = this.m_bodyB.c_velocity.v; var wB = this.m_bodyB.c_velocity.w; // Cdot = dot(u, v + cross(w, r)) var vpA = Vec2.Add(vA, Vec2.Cross(wA, this.m_rA)); var vpB = Vec2.Add(vB, Vec2.Cross(wB, this.m_rB)); var Cdot = Vec2.Dot(this.m_u, vpB) - Vec2.Dot(this.m_u, vpA); var impulse = -this.m_mass * (Cdot + this.m_bias + this.m_gamma * this.m_impulse); this.m_impulse += impulse; var P = Vec2.Mul(impulse, this.m_u); vA.WSub(this.m_invMassA, P); wA -= this.m_invIA * Vec2.Cross(this.m_rA, P); vB.WAdd(this.m_invMassB, P); wB += this.m_invIB * Vec2.Cross(this.m_rB, P); this.m_bodyA.c_velocity.v.Set(vA); this.m_bodyA.c_velocity.w = wA; this.m_bodyB.c_velocity.v.Set(vB); this.m_bodyB.c_velocity.w = wB; } DistanceJoint.prototype.SolvePositionConstraints = function(step) { if (this.m_frequencyHz > 0.0) { // There is no position correction for soft distance constraints. return true; } var cA = this.m_bodyA.c_position.c; var aA = this.m_bodyA.c_position.a; var cB = this.m_bodyB.c_position.c; var aB = this.m_bodyB.c_position.a; var qA = Rot(aA); var qB = Rot(aB); var rA = Rot.MulSub(qA, this.m_localAnchorA, this.m_localCenterA); var rB = Rot.MulSub(qB, this.m_localAnchorB, this.m_localCenterB); var u = Vec2.Sub(Vec2.Add(cB, rB), Vec2.Add(cA, rA)); var length = u.Normalize(); var C = length - this.m_length; C = Math .clamp(C, -Settings.maxLinearCorrection, Settings.maxLinearCorrection); var impulse = -this.m_mass * C; var P = Vec2.Mul(impulse, u); cA.WSub(this.m_invMassA, P); aA -= this.m_invIA * Vec2.Cross(rA, P); cB.WAdd(this.m_invMassB, P); aB += this.m_invIB * Vec2.Cross(rB, P); this.m_bodyA.c_position.c.Set(cA); this.m_bodyA.c_position.a = aA; this.m_bodyB.c_position.c.Set(cB); this.m_bodyB.c_position.a = aB; return Math.abs(C) < Settings.linearSlop; }