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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 = PulleyJoint; 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'); PulleyJoint.TYPE = 'pulley-joint'; PulleyJoint.MIN_PULLEY_LENGTH = 2.0; // minPulleyLength PulleyJoint._super = Joint; PulleyJoint.prototype = create(PulleyJoint._super.prototype); /** * Pulley joint definition. This requires two ground anchors, two dynamic body * anchor points, and a pulley ratio. */ var PulleyJointDef = { collideConnected : true }; /** * 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. * * @param {Vec2} groundAnchorA The first ground anchor in world coordinates. * This point never moves. * @param {Vec2} groundAnchorB The second ground anchor in world coordinates. * This point never moves. * @param {Vec2} localAnchorA The local anchor point relative to bodyA's origin. * @param {Vec2} localAnchorB The local anchor point relative to bodyB's origin. * @param {float} ratio The pulley ratio, used to simulate a block-and-tackle. * * @prop {float} lengthA The reference length for the segment attached to bodyA. * @prop {float} lengthB The reference length for the segment attached to bodyB. */ function PulleyJoint(def, bodyA, bodyB, groundA, groundB, anchorA, anchorB, ratio) { if (!(this instanceof PulleyJoint)) { return new PulleyJoint(def, bodyA, bodyB, groundA, groundB, anchorA, anchorB, ratio); } def = options(def, PulleyJointDef); Joint.call(this, def, bodyA, bodyB); this.m_type = PulleyJoint.TYPE; this.m_groundAnchorA = groundA; this.m_groundAnchorB = groundB; this.m_localAnchorA = bodyA.GetLocalPoint(anchorA); this.m_localAnchorB = bodyB.GetLocalPoint(anchorB); this.m_lengthA = Vec2.Distance(anchorA, groundA); this.m_lengthB = Vec2.Distance(anchorB, groundB); this.m_ratio = def.ratio || ratio; Assert(ratio > Math.EPSILON); this.m_constant = this.m_lengthA + this.m_ratio * this.m_lengthB; this.m_impulse = 0.0; // Solver temp this.m_uA; // Vec2 this.m_uB; // Vec2 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_mass; // float // 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) } /** * Get the first ground anchor. */ PulleyJoint.prototype.GetGroundAnchorA = function() { return this.m_groundAnchorA; } /** * Get the second ground anchor. */ PulleyJoint.prototype.GetGroundAnchorB = function() { return this.m_groundAnchorB; } /** * Get the current length of the segment attached to bodyA. */ PulleyJoint.prototype.GetLengthA = function() { return this.m_lengthA; } /** * Get the current length of the segment attached to bodyB. */ PulleyJoint.prototype.GetLengthB = function() { return this.m_lengthB; } /** * Get the pulley ratio. */ PulleyJoint.prototype.GetRatio = function() { return this.m_ratio; } /** * Get the current length of the segment attached to bodyA. */ PulleyJoint.prototype.GetCurrentLengthA = function() { var p = this.m_bodyA.GetWorldPoint(this.m_localAnchorA); var s = this.m_groundAnchorA; return Vec2.Distance(p, s); } /** * Get the current length of the segment attached to bodyB. */ PulleyJoint.prototype.GetCurrentLengthB = function() { var p = this.m_bodyB.GetWorldPoint(this.m_localAnchorB); var s = this.m_groundAnchorB; return Vec2.Distance(p, s); } PulleyJoint.prototype.ShiftOrigin = function(newOrigin) { this.m_groundAnchorA -= newOrigin; this.m_groundAnchorB -= newOrigin; } PulleyJoint.prototype.GetAnchorA = function() { return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); } PulleyJoint.prototype.GetAnchorB = function() { return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); } PulleyJoint.prototype.GetReactionForce = function(inv_dt) { return Vec3.Mul(inv_dt * this.m_impulse, this.m_uB); } PulleyJoint.prototype.GetReactionTorque = function(inv_dt) { return 0.0; } PulleyJoint.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)); // Get the pulley axes. this.m_uA = Vec2.Sub(Vec2.Add(cA, this.m_rA), this.m_groundAnchorA); this.m_uB = Vec2.Sub(Vec2.Add(cB, this.m_rB), this.m_groundAnchorB); var lengthA = this.m_uA.Length(); var lengthB = this.m_uB.Length(); if (lengthA > 10.0 * Settings.linearSlop) { this.m_uA.Mul(1.0 / lengthA); } else { this.m_uA.SetZero(); } if (lengthB > 10.0 * Settings.linearSlop) { this.m_uB.Mul(1.0 / lengthB); } else { this.m_uB.SetZero(); } // Compute effective mass. var ruA = Vec2.Cross(this.m_rA, this.m_uA); // float var ruB = Vec2.Cross(this.m_rB, this.m_uB); // float var mA = this.m_invMassA + this.m_invIA * ruA * ruA; // float var mB = this.m_invMassB + this.m_invIB * ruB * ruB; // float this.m_mass = mA + this.m_ratio * this.m_ratio * mB; if (this.m_mass > 0.0) { this.m_mass = 1.0 / this.m_mass; } if (step.warmStarting) { // Scale impulses to support variable time steps. this.m_impulse *= step.dtRatio; // Warm starting. var PA = -(this.m_impulse) * this.m_uA; // Vec2 var PB = (-this.m_ratio * this.m_impulse) * this.m_uB; // Vec2 vA += this.m_invMassA * PA; wA += this.m_invIA * Vec2.Cross(this.m_rA, PA); vB += this.m_invMassB * PB; wB += this.m_invIB * Vec2.Cross(this.m_rB, PB); } else { this.m_impulse = 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; } PulleyJoint.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 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_uA, vpA) - this.m_ratio * Vec2.Dot(this.m_uB, vpB); // float var impulse = -this.m_mass * Cdot; // float this.m_impulse += impulse; var PA = Vec2().WSet(-impulse, this.m_uA); // Vec2 var PB = Vec2().WSet(-this.m_ratio * impulse, this.m_uB); // Vec2 vA.WAdd(this.m_invMassA, PA); wA += this.m_invIA * Vec2.Cross(this.m_rA, PA); vB.WAdd(this.m_invMassB, PB); wB += this.m_invIB * Vec2.Cross(this.m_rB, PB); 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; } PulleyJoint.prototype.SolvePositionConstraints = function(step) { 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), qB = Rot(aB); var rA = Rot.Mul(qA, Vec2.Sub(this.m_localAnchorA, this.m_localCenterA)); var rB = Rot.Mul(qB, Vec2.Sub(this.m_localAnchorB, this.m_localCenterB)); // Get the pulley axes. var uA = Vec2.Sub(Vec2.Add(cA, this.m_rA), this.m_groundAnchorA); var uB = Vec2.Sub(Vec2.Add(cB, this.m_rB), this.m_groundAnchorB); var lengthA = uA.Length(); var lengthB = uB.Length(); if (lengthA > 10.0 * Settings.linearSlop) { uA.Mul(1.0 / lengthA); } else { uA.SetZero(); } if (lengthB > 10.0 * Settings.linearSlop) { uB.Mul(1.0 / lengthB); } else { uB.SetZero(); } // Compute effective mass. var ruA = Vec2.Cross(rA, uA); var ruB = Vec2.Cross(rB, uB); var mA = this.m_invMassA + this.m_invIA * ruA * ruA; // float var mB = this.m_invMassB + this.m_invIB * ruB * ruB; // float var mass = mA + this.m_ratio * this.m_ratio * mB; // float if (mass > 0.0) { mass = 1.0 / mass; } var C = this.m_constant - lengthA - this.m_ratio * lengthB; // float var linearError = Math.abs(C); // float var impulse = -mass * C; // float var PA = Vec2().WSet(-impulse, uA); // Vec2 var PB = Vec2().WSet(-this.m_ratio * impulse, uB); // Vec2 cA.WAdd(this.m_invMassA, PA); aA += this.m_invIA * Vec2.Cross(rA, PA); cB.WAdd(this.m_invMassB, PB); aB += this.m_invIB * Vec2.Cross(rB, PB); this.m_bodyA.c_position.c = cA; this.m_bodyA.c_position.a = aA; this.m_bodyB.c_position.c = cB; this.m_bodyB.c_position.a = aB; return linearError < Settings.linearSlop; }