UNPKG

planck-js

Version:

2D physics engine for JavaScript/HTML5 game development

304 lines (251 loc) 9.55 kB
/* * 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 = RopeJoint; 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'); var inactiveLimit = 0; var atLowerLimit = 1; var atUpperLimit = 2; var equalLimits = 3; RopeJoint.TYPE = 'rope-joint'; RopeJoint._super = Joint; RopeJoint.prototype = create(RopeJoint._super.prototype); /** * Rope joint definition. This requires two body anchor points and a maximum * lengths. Note: by default the connected objects will not collide. see * collideConnected in JointDef. * * @prop {float} maxLength The maximum length of the rope. Warning: this must be * larger than b2_linearSlop or the joint will have no effect. */ var RopeJointDef = { maxLength : 0.0 }; /** * A rope joint enforces a maximum distance between two points on two bodies. It * has no other effect. * * Warning: if you attempt to change the maximum length during the simulation * you will get some non-physical behavior. * * A model that would allow you to dynamically modify the length would have some * sponginess, so I chose not to implement it that way. See DistanceJoint if you * want to dynamically control length. * * @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 RopeJoint(def, bodyA, bodyB, anchor) { if (!(this instanceof RopeJoint)) { return new RopeJoint(def, bodyA, bodyB, anchor); } def = options(def, RopeJointDef); Joint.call(this, def, bodyA, bodyB); this.m_type = RopeJoint.TYPE; this.m_localAnchorA = def.localAnchorA || bodyA.GetLocalPoint(anchor); this.m_localAnchorB = def.localAnchorB || bodyB.GetLocalPoint(anchor); this.m_maxLength = def.maxLength; this.m_mass = 0.0; this.m_impulse = 0.0; this.m_length = 0.0; this.m_state = inactiveLimit; // 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; // float this.m_invMassB; // float this.m_invIA; // float this.m_invIB; // float this.m_mass; // float // Limit: // C = norm(pB - pA) - L // u = (pB - pA) / norm(pB - pA) // Cdot = dot(u, vB + cross(wB, rB) - vA - cross(wA, rA)) // J = [-u -cross(rA, u) u cross(rB, u)] // K = J * invM * JT // = invMassA + invIA * cross(rA, u)^2 + invMassB + invIB * cross(rB, u)^2 }; /** * The local anchor point relative to bodyA's origin. */ RopeJoint.prototype.GetLocalAnchorA = function() { return this.m_localAnchorA; } /** * The local anchor point relative to bodyB's origin. */ RopeJoint.prototype.GetLocalAnchorB = function() { return this.m_localAnchorB; } /** * Set/Get the maximum length of the rope. */ RopeJoint.prototype.SetMaxLength = function(length) { this.m_maxLength = length; } RopeJoint.prototype.GetMaxLength = function() { return this.m_maxLength; } RopeJoint.prototype.GetLimitState = function() { // TODO LimitState return this.m_state; } RopeJoint.prototype.GetAnchorA = function() { return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); } RopeJoint.prototype.GetAnchorB = function() { return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); } RopeJoint.prototype.GetReactionForce = function(inv_dt) { var F = (inv_dt * this.m_impulse) * this.m_u; // Vec2 return F; } RopeJoint.prototype.GetReactionTorque = function(inv_dt) { B2_NOT_USED(inv_dt); return 0.0; } RopeJoint.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.MulSub(qA, this.m_localAnchorA, this.m_localCenterA); this.m_rB = Rot.MulSub(qB, this.m_localAnchorB, this.m_localCenterB); this.m_u = Vec2(); this.m_u.WAdd(1, cB, 1, this.m_rB); this.m_u.WSub(1, cA, 1, this.m_rA); // Vec2 this.m_length = this.m_u.Length(); var C = this.m_length - this.m_maxLength; // float if (C > 0.0) { this.m_state = atUpperLimit; } else { this.m_state = inactiveLimit; } if (this.m_length > Settings.linearSlop) { this.m_u.Mul(1.0 / this.m_length); } else { this.m_u.SetZero(); this.m_mass = 0.0; this.m_impulse = 0.0; return; } // Compute effective mass. var crA = Vec2.Cross(this.m_rA, this.m_u); // float var crB = Vec2.Cross(this.m_rB, this.m_u); // float var invMass = this.m_invMassA + this.m_invIA * crA * crA + this.m_invMassB + this.m_invIB * crB * crB; // float this.m_mass = invMass != 0.0 ? 1.0 / invMass : 0.0; if (step.warmStarting) { // Scale the impulse to support a variable time step. this.m_impulse *= step.dtRatio; var P = Vec2.WGet(this.m_impulse, this.m_u); // Vec2 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 * 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; } RopeJoint.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.AddCross(vA, wA, this.m_rA); // Vec2 var vpB = Vec2.AddCross(vB, wB, this.m_rB); // Vec2 var C = this.m_length - this.m_maxLength; // float var Cdot = Vec2.Dot(this.m_u, Vec2.Sub(vpB, vpA)); // float // Predictive constraint. if (C < 0.0) { Cdot += step.inv_dt * C; } var impulse = -this.m_mass * Cdot; // float var oldImpulse = this.m_impulse; // float this.m_impulse = Math.min(0.0, this.m_impulse + impulse); impulse = this.m_impulse - oldImpulse; var P = Vec2.WGet(impulse, this.m_u); // Vec2 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 = vA; this.m_bodyA.c_velocity.w = wA; this.m_bodyB.c_velocity.v = vB; this.m_bodyB.c_velocity.w = wB; } RopeJoint.prototype.SolvePositionConstraints = function(step) { var cA = this.m_bodyA.c_position.c; // Vec2 var aA = this.m_bodyA.c_position.a; // float var cB = this.m_bodyB.c_position.c; // Vec2 var aB = this.m_bodyB.c_position.a; // float 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(); u.WAdd(1, cB, 1, rB); u.WSub(1, cA, 1, rA); // Vec2 var length = u.Normalize(); // float var C = length - this.m_maxLength; // float C = Math.clamp(C, 0.0, Settings.maxLinearCorrection); var impulse = -this.m_mass * C; // float var P = Vec2.WGet(impulse, u); // Vec2 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 length - this.m_maxLength < Settings.linearSlop; }