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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 = FrictionJoint; 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'); FrictionJoint.TYPE = 'friction-joint'; FrictionJoint._super = Joint; FrictionJoint.prototype = create(FrictionJoint._super.prototype); /** * Friction joint definition. * * @prop {float} maxForce The maximum friction force in N. * @prop {float} maxTorque The maximum friction torque in N-m. */ var FrictionJointDef = { maxForce : 0.0, maxTorque : 0.0 }; /** * Friction joint. This is used for top-down friction. It provides 2D * translational friction and angular friction. * * @prop {Vec2} localAnchorA The local anchor point relative to bodyA's origin. * @prop {Vec2} localAnchorB The local anchor point relative to bodyB's origin. */ function FrictionJoint(def, bodyA, bodyB, anchor) { if (!(this instanceof FrictionJoint)) { return new FrictionJoint(def, bodyA, bodyB, anchor); } def = options(def, FrictionJointDef); Joint.call(this, def, bodyA, bodyB); this.m_type = FrictionJoint.TYPE; if (anchor) { this.m_localAnchorA = bodyA.GetLocalPoint(anchor); this.m_localAnchorB = bodyB.GetLocalPoint(anchor); } else { this.m_localAnchorA = Vec2(); this.m_localAnchorB = Vec2(); } // Solver shared this.m_linearImpulse = Vec2(); this.m_angularImpulse = 0.0; this.m_maxForce = def.maxForce; this.m_maxTorque = def.maxTorque; // Solver temp this.m_rA; // Vec2 this.m_rB; // Vec2 this.m_localCenterA; // Vec2 this.m_localCenterB; // Vec2 this.m_invMassA; // float this.m_invMassB; // float this.m_invIA; // float this.m_invIB; // float this.m_linearMass; // Mat22 this.m_angularMass; // float // Point-to-point constraint // 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 // Cdot = w2 - w1 // J = [0 0 -1 0 0 1] // K = invI1 + invI2 } /** * The local anchor point relative to bodyA's origin. */ FrictionJoint.prototype.GetLocalAnchorA = function() { return this.m_localAnchorA; } /** * The local anchor point relative to bodyB's origin. */ FrictionJoint.prototype.GetLocalAnchorB = function() { return this.m_localAnchorB; } /** * Set the maximum friction force in N. */ FrictionJoint.prototype.SetMaxForce = function(force) { Assert(IsValid(force) && force >= 0.0); this.m_maxForce = force; } /** * Get the maximum friction force in N. */ FrictionJoint.prototype.GetMaxForce = function() { return this.m_maxForce; } /** * Set the maximum friction torque in N*m. */ FrictionJoint.prototype.SetMaxTorque = function(torque) { Assert(IsValid(torque) && torque >= 0.0); this.m_maxTorque = torque; } /** * Get the maximum friction torque in N*m. */ FrictionJoint.prototype.GetMaxTorque = function() { return this.m_maxTorque; } FrictionJoint.prototype.GetAnchorA = function() { return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); } FrictionJoint.prototype.GetAnchorB = function() { return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); } FrictionJoint.prototype.GetReactionForce = function(inv_dt) { return inv_dt * this.m_linearImpulse; } FrictionJoint.prototype.GetReactionTorque = function(inv_dt) { return inv_dt * this.m_angularImpulse; } FrictionJoint.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 aA = this.m_bodyA.c_position.a; var vA = this.m_bodyA.c_velocity.v; var wA = this.m_bodyA.c_velocity.w; 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), qB = Rot(aB); // Compute the effective mass matrix. 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)); // 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] var mA = this.m_invMassA, mB = this.m_invMassB; // float var iA = this.m_invIA, iB = this.m_invIB; // float var K = new Mat22() K.ex.x = mA + mB + iA * this.m_rA.y * this.m_rA.y + iB * this.m_rB.y * this.m_rB.y; K.ex.y = -iA * this.m_rA.x * this.m_rA.y - iB * this.m_rB.x * this.m_rB.y; K.ey.x = K.ex.y; K.ey.y = mA + mB + iA * this.m_rA.x * this.m_rA.x + iB * this.m_rB.x * this.m_rB.x; this.m_linearMass = K.GetInverse(); this.m_angularMass = iA + iB; if (this.m_angularMass > 0.0) { this.m_angularMass = 1.0 / this.m_angularMass; } if (step.warmStarting) { // Scale impulses to support a variable time step. this.m_linearImpulse *= step.dtRatio; this.m_angularImpulse *= step.dtRatio; var P = Vec2(this.m_linearImpulse.x, this.m_linearImpulse.y); // Vec2 vA.WSub(mA, P); wA -= iA * (Vec2.Cross(this.m_rA, P) + this.m_angularImpulse); vB.WAdd(mB, P); wB += iB * (Vec2.Cross(this.m_rB, P) + this.m_angularImpulse); } else { this.m_linearImpulse.SetZero(); this.m_angularImpulse = 0.0; } this.m_bodyA.c_velocity.v = vA; this.m_bodyA.c_velocity.w = wA; this.m_bodyB.c_velocity.v = vB; this.m_bodyB.c_velocity.w = wB; } FrictionJoint.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; var mA = this.m_invMassA, mB = this.m_invMassB; // float var iA = this.m_invIA, iB = this.m_invIB; // float var h = step.dt; // float // Solve angular friction { var Cdot = wB - wA; // float var impulse = -this.m_angularMass * Cdot; // float var oldImpulse = this.m_angularImpulse; // float var maxImpulse = h * this.m_maxTorque; // float this.m_angularImpulse = Math.clamp(this.m_angularImpulse + impulse, -maxImpulse, maxImpulse); impulse = this.m_angularImpulse - oldImpulse; wA -= iA * impulse; wB += iB * impulse; } // Solve linear friction { var Cdot = Vec2.Sub(Vec2.Add(vB, Vec2.Cross(wB, this.m_rB)), Vec2.Add(vA, Vec2.Cross(wA, this.m_rA))); // Vec2 var impulse = Vec2.Neg(Mat22.Mul(this.m_linearMass, Cdot)); // Vec2 var oldImpulse = this.m_linearImpulse; // Vec2 this.m_linearImpulse.Add(impulse); var maxImpulse = h * this.m_maxForce; // float if (this.m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse) { this.m_linearImpulse.Normalize(); this.m_linearImpulse.Mul(maxImpulse); } impulse = Vec2.Sub(this.m_linearImpulse, oldImpulse); vA.WSub(mA, impulse); wA -= iA * Vec2.Cross(this.m_rA, impulse); vB.WAdd(mB, impulse); wB += iB * Vec2.Cross(this.m_rB, impulse); } this.m_bodyA.c_velocity.v = vA; this.m_bodyA.c_velocity.w = wA; this.m_bodyB.c_velocity.v = vB; this.m_bodyB.c_velocity.w = wB; } FrictionJoint.prototype.SolvePositionConstraints = function(step) { return true; }