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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 = WeldJoint; 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'); WeldJoint.TYPE = 'weld-joint'; WeldJoint._super = Joint; WeldJoint.prototype = create(WeldJoint._super.prototype); /** * Weld joint definition. You need to specify local anchor points where they are * attached and the relative body angle. The position of the anchor points is * important for computing the reaction torque. * * @prop {float} frequencyHz The mass-spring-damper frequency in Hertz. Rotation * only. Disable softness with a value of 0. * @prop {float} dampingRatio The damping ratio. 0 = no damping, 1 = critical * damping. */ var WeldJointDef = { frequencyHz : 0.0, dampingRatio : 0.0 } /** * A weld joint essentially glues two bodies together. A weld joint may distort * somewhat because the island constraint solver is approximate. * * @prop {Vec2} localAnchorA The local anchor point relative to bodyA's origin. * @prop {Vec2} localAnchorB The local anchor point relative to bodyB's origin. * @prop {float} referenceAngle The bodyB angle minus bodyA angle in the * reference state (radians). */ function WeldJoint(def, bodyA, bodyB, anchor) { if (!(this instanceof WeldJoint)) { return new WeldJoint(def, bodyA, bodyB, anchor); } def = options(def, WeldJointDef); Joint.call(this, def, bodyA, bodyB); this.m_type = WeldJoint.TYPE; this.m_localAnchorA = bodyA.GetLocalPoint(anchor); this.m_localAnchorB = bodyB.GetLocalPoint(anchor); this.m_referenceAngle = bodyB.GetAngle() - bodyA.GetAngle(); this.m_frequencyHz = def.frequencyHz; this.m_dampingRatio = def.dampingRatio; this.m_impulse = Vec3(); this.m_bias = 0.0; this.m_gamma = 0.0; // 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_mass = new Mat33(); // Point-to-point constraint // C = p2 - p1 // 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 // C = angle2 - angle1 - referenceAngle // Cdot = w2 - w1 // J = [0 0 -1 0 0 1] // K = invI1 + invI2 } /** * The local anchor point relative to bodyA's origin. */ WeldJoint.prototype.GetLocalAnchorA = function() { return this.m_localAnchorA; }; /** * The local anchor point relative to bodyB's origin. */ WeldJoint.prototype.GetLocalAnchorB = function() { return this.m_localAnchorB; }; /** * Get the reference angle. */ WeldJoint.prototype.GetReferenceAngle = function() { return this.m_referenceAngle; }; /** * Set/get frequency in Hz. */ WeldJoint.prototype.SetFrequency = function(hz) { this.m_frequencyHz = hz; }; WeldJoint.prototype.GetFrequency = function() { return this.m_frequencyHz; }; /** * Set/get damping ratio. */ WeldJoint.prototype.SetDampingRatio = function(ratio) { this.m_dampingRatio = ratio; }; WeldJoint.prototype.GetDampingRatio = function() { return this.m_dampingRatio; }; WeldJoint.prototype.GetAnchorA = function() { return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); }; WeldJoint.prototype.GetAnchorB = function() { return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); }; WeldJoint.prototype.GetReactionForce = function(inv_dt) { var P = Vec2(this.m_impulse.x, this.m_impulse.y); return inv_dt * P; }; WeldJoint.prototype.GetReactionTorque = function(inv_dt) { return inv_dt * this.m_impulse.z; }; WeldJoint.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); 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; var mB = this.m_invMassB; // float var iA = this.m_invIA; var iB = this.m_invIB; // float var K = new Mat33(); K.ex.x = mA + mB + this.m_rA.y * this.m_rA.y * iA + this.m_rB.y * this.m_rB.y * iB; K.ey.x = -this.m_rA.y * this.m_rA.x * iA - this.m_rB.y * this.m_rB.x * iB; K.ez.x = -this.m_rA.y * iA - this.m_rB.y * iB; K.ex.y = K.ey.x; K.ey.y = mA + mB + this.m_rA.x * this.m_rA.x * iA + this.m_rB.x * this.m_rB.x * iB; K.ez.y = this.m_rA.x * iA + this.m_rB.x * iB; K.ex.z = K.ez.x; K.ey.z = K.ez.y; K.ez.z = iA + iB; if (this.m_frequencyHz > 0.0) { K.GetInverse22(this.m_mass); var invM = iA + iB; // float var m = invM > 0.0 ? 1.0 / invM : 0.0; // float var C = aB - aA - this.m_referenceAngle; // float // Frequency var omega = 2.0 * Math.PI * this.m_frequencyHz; // float // Damping coefficient var d = 2.0 * m * this.m_dampingRatio * omega; // float // Spring stiffness var k = m * omega * omega; // float // magic formulas var h = step.dt; // float 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; invM += this.m_gamma; this.m_mass.ez.z = invM != 0.0 ? 1.0 / invM : 0.0; } else if (K.ez.z == 0.0) { K.GetInverse22(this.m_mass); this.m_gamma = 0.0; this.m_bias = 0.0; } else { K.GetSymInverse33(this.m_mass); this.m_gamma = 0.0; this.m_bias = 0.0; } if (step.warmStarting) { // Scale impulses to support a variable time step. this.m_impulse *= step.dtRatio; var P = Vec2(this.m_impulse.x, this.m_impulse.y); vA.WSub(mA, P); wA -= iA * (Vec2.Cross(this.m_rA, P) + this.m_impulse.z); vB.WAdd(mB, P); wB += iB * (Vec2.Cross(this.m_rB, P) + this.m_impulse.z); } else { this.m_impulse.SetZero(); } 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; } WeldJoint.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; var mB = this.m_invMassB; // float var iA = this.m_invIA; var iB = this.m_invIB; // float if (this.m_frequencyHz > 0.0) { var Cdot2 = wB - wA; // float var impulse2 = -this.m_mass.ez.z * (Cdot2 + this.m_bias + this.m_gamma * this.m_impulse.z); // float this.m_impulse.z += impulse2; wA -= iA * impulse2; wB += iB * impulse2; var Cdot1 = Vec2(); Cdot1.WAdd(1, vB, 1, Vec2.Cross(wB, this.m_rB)); Cdot1.WSub(1, vA, 1, Vec2.Cross(wA, this.m_rA)); // Vec2 var impulse1 = Vec2.Neg(Mat33.Mul(this.m_mass, Cdot1)); // Vec2 this.m_impulse.x += impulse1.x; this.m_impulse.y += impulse1.y; var P = Vec2(impulse1); // Vec2 vA.WSub(mA, P); wA -= iA * Vec2.Cross(this.m_rA, P); vB.WAdd(mB, P); wB += iB * Vec2.Cross(this.m_rB, P); } else { var Cdot1 = Vec2(); Cdot1.WAdd(1, vB, 1, Vec2.Cross(wB, this.m_rB)); Cdot1.WSub(1, vA, 1, Vec2.Cross(wA, this.m_rA)); // Vec2 var Cdot2 = wB - wA; // float var Cdot = Vec3(Cdot1.x, Cdot1.y, Cdot2); // Vec3 var impulse = Vec3.Neg(Mat33.Mul(this.m_mass, Cdot)); // Vec3 this.m_impulse.Add(impulse); var P = Vec2(impulse.x, impulse.y); vA.WSub(mA, P); wA -= iA * (Vec2.Cross(this.m_rA, P) + impulse.z); vB.WAdd(mB, P); wB += iB * (Vec2.Cross(this.m_rB, P) + impulse.z); } 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; } WeldJoint.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 mA = this.m_invMassA, mB = this.m_invMassB; // float var iA = this.m_invIA, iB = this.m_invIB; // float 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)); var positionError, angularError; // float var K = new Mat33(); K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB; K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB; K.ez.x = -rA.y * iA - rB.y * iB; K.ex.y = K.ey.x; K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB; K.ez.y = rA.x * iA + rB.x * iB; K.ex.z = K.ez.x; K.ey.z = K.ez.y; K.ez.z = iA + iB; if (this.m_frequencyHz > 0.0) { var C1 = Vec2(); C1.WAdd(1, cB, 1, rB); C1.WSub(1, cA, 1, rA); // Vec2 positionError = C1.Length(); angularError = 0.0; var P = Vec2.Neg(K.Solve22(C1)); // Vec2 cA.WSub(mA, P); aA -= iA * Vec2.Cross(rA, P); cB.WAdd(mB, P); aB += iB * Vec2.Cross(rB, P); } else { var C1 = Vec2(); C1.WAdd(1, cB, 1, rB); C1.WSub(1, cA, 1, rA); var C2 = aB - aA - this.m_referenceAngle; // float positionError = C1.Length(); angularError = Math.abs(C2); var C = Vec3(C1.x, C1.y, C2); var impulse = Vec3(); if (K.ez.z > 0.0) { impulse = Vec3.Neg(K.Solve33(C)); } else { var impulse2 = Vec2.Neg(K.Solve22(C1)); impulse.Set(impulse2.x, impulse2.y, 0.0); } var P = Vec2(impulse.x, impulse.y); cA.WSub(mA, P); aA -= iA * (Vec2.Cross(rA, P) + impulse.z); cB.WAdd(mB, P); aB += iB * (Vec2.Cross(rB, P) + impulse.z); } 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 positionError <= Settings.linearSlop && angularError <= Settings.angularSlop; }