UNPKG

planck-js

Version:

2D physics engine for JavaScript/HTML5 game development

530 lines (436 loc) 15.9 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 = WheelJoint; 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'); WheelJoint.TYPE = 'wheel-joint'; WheelJoint._super = Joint; WheelJoint.prototype = create(WheelJoint._super.prototype); /** * Wheel joint definition. This requires defining a line of motion using an axis * and an anchor point. The definition uses local anchor points and a local axis * so that the initial configuration can violate the constraint slightly. The * joint translation is zero when the local anchor points coincide in world * space. Using local anchors and a local axis helps when saving and loading a * game. * * @prop {boolean} enableMotor Enable/disable the joint motor. * @prop {float} maxMotorTorque The maximum motor torque, usually in N-m. * @prop {float} motorSpeed The desired motor speed in radians per second. * @prop {float} frequencyHz Suspension frequency, zero indicates no suspension * @prop {float} dampingRatio Suspension damping ratio, one indicates critical * damping */ var WheelJointDef = { enableMotor : false, maxMotorTorque : 0.0, motorSpeed : 0.0, frequencyHz : 2.0, dampingRatio : 0.7 }; /** * A wheel joint. This joint provides two degrees of freedom: translation along * an axis fixed in bodyA and rotation in the plane. In other words, it is a * point to line constraint with a rotational motor and a linear spring/damper. * This joint is designed for vehicle suspensions. * * @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 {Vec2} localAxisA The local translation axis in bodyA. */ function WheelJoint(def, bodyA, bodyB, anchor, axis) { if (!(this instanceof WheelJoint)) { return new WheelJoint(def, bodyA, bodyB, anchor, axis); } def = options(def, WheelJointDef); Joint.call(this, def, bodyA, bodyB); this.m_type = WheelJoint.TYPE; this.m_localAnchorA = bodyA.GetLocalPoint(anchor); this.m_localAnchorB = bodyB.GetLocalPoint(anchor); this.m_localXAxisA = bodyA.GetLocalVector(axis || Vec2(1.0, 0.0)); this.m_localYAxisA = Vec2.Cross(1.0, this.m_localXAxisA); this.m_mass = 0.0; this.m_impulse = 0.0; this.m_motorMass = 0.0; this.m_motorImpulse = 0.0; this.m_springMass = 0.0; this.m_springImpulse = 0.0; this.m_maxMotorTorque = def.maxMotorTorque; this.m_motorSpeed = def.motorSpeed; this.m_enableMotor = def.enableMotor; this.m_frequencyHz = def.frequencyHz; this.m_dampingRatio = def.dampingRatio; this.m_bias = 0.0; this.m_gamma = 0.0; // Solver temp 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_ax = Vec2(); this.m_ay = Vec2(); // Vec2 this.m_sAx; this.m_sBx; // float this.m_sAy; this.m_sBy; // float // Linear constraint (point-to-line) // d = pB - pA = xB + rB - xA - rA // C = dot(ay, d) // Cdot = dot(d, cross(wA, ay)) + dot(ay, vB + cross(wB, rB) - vA - cross(wA, // rA)) // = -dot(ay, vA) - dot(cross(d + rA, ay), wA) + dot(ay, vB) + dot(cross(rB, // ay), vB) // J = [-ay, -cross(d + rA, ay), ay, cross(rB, ay)] // Spring linear constraint // C = dot(ax, d) // Cdot = = -dot(ax, vA) - dot(cross(d + rA, ax), wA) + dot(ax, vB) + // dot(cross(rB, ax), vB) // J = [-ax -cross(d+rA, ax) ax cross(rB, ax)] // Motor rotational constraint // Cdot = wB - wA // J = [0 0 -1 0 0 1] } /** * The local anchor point relative to bodyA's origin. */ WheelJoint.prototype.GetLocalAnchorA = function() { return this.m_localAnchorA; } /** * The local anchor point relative to bodyB's origin. */ WheelJoint.prototype.GetLocalAnchorB = function() { return this.m_localAnchorB; } /** * The local joint axis relative to bodyA. */ WheelJoint.prototype.GetLocalAxisA = function() { return this.m_localXAxisA; } /** * Get the current joint translation, usually in meters. */ WheelJoint.prototype.GetJointTranslation = function() { var bA = this.m_bodyA; var bB = this.m_bodyB; var pA = bA.GetWorldPoint(this.m_localAnchorA); // Vec2 var pB = bB.GetWorldPoint(this.m_localAnchorB); // Vec2 var d = pB - pA; // Vec2 var axis = bA.GetWorldVector(this.m_localXAxisA); // Vec2 var translation = Dot(d, axis); // float return translation; } /** * Get the current joint translation speed, usually in meters per second. */ WheelJoint.prototype.GetJointSpeed = function() { var wA = this.m_bodyA.m_angularVelocity; var wB = this.m_bodyB.m_angularVelocity; return wB - wA; } /** * Is the joint motor enabled? */ WheelJoint.prototype.IsMotorEnabled = function() { return this.m_enableMotor; } /** * Enable/disable the joint motor. */ WheelJoint.prototype.EnableMotor = function(flag) { this.m_bodyA.SetAwake(true); this.m_bodyB.SetAwake(true); this.m_enableMotor = flag; } /** * Set the motor speed, usually in radians per second. */ WheelJoint.prototype.SetMotorSpeed = function(speed) { this.m_bodyA.SetAwake(true); this.m_bodyB.SetAwake(true); this.m_motorSpeed = speed; } /** * Get the motor speed, usually in radians per second. */ WheelJoint.prototype.GetMotorSpeed = function() { return this.m_motorSpeed; } /** * Set/Get the maximum motor force, usually in N-m. */ WheelJoint.prototype.SetMaxMotorTorque = function(torque) { this.m_bodyA.SetAwake(true); this.m_bodyB.SetAwake(true); this.m_maxMotorTorque = torque; } WheelJoint.prototype.GetMaxMotorTorque = function() { return this.m_maxMotorTorque; } /** * Get the current motor torque given the inverse time step, usually in N-m. */ WheelJoint.prototype.GetMotorTorque = function(inv_dt) { return inv_dt * this.m_motorImpulse; } /** * Set/Get the spring frequency in hertz. Setting the frequency to zero disables * the spring. */ WheelJoint.prototype.SetSpringFrequencyHz = function(hz) { this.m_frequencyHz = hz; } WheelJoint.prototype.GetSpringFrequencyHz = function() { return this.m_frequencyHz; } /** * Set/Get the spring damping ratio */ WheelJoint.prototype.SetSpringDampingRatio = function(ratio) { this.m_dampingRatio = ratio; } WheelJoint.prototype.GetSpringDampingRatio = function() { return this.m_dampingRatio; } WheelJoint.prototype.GetAnchorA = function() { return this.m_bodyA.GetWorldPoint(this.m_localAnchorA); } WheelJoint.prototype.GetAnchorB = function() { return this.m_bodyB.GetWorldPoint(this.m_localAnchorB); } WheelJoint.prototype.GetReactionForce = function(inv_dt) { return inv_dt * (this.m_impulse * this.m_ay + this.m_springImpulse * this.m_ax); } WheelJoint.prototype.GetReactionTorque = function(inv_dt) { return inv_dt * this.m_motorImpulse; } WheelJoint.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 mA = this.m_invMassA; var mB = this.m_invMassB; // float var iA = this.m_invIA; var iB = this.m_invIB; // float 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); // Compute the effective masses. var rA = Rot.Mul(qA, Vec2.Sub(this.m_localAnchorA, this.m_localCenterA)); // Vec2 var rB = Rot.Mul(qB, Vec2.Sub(this.m_localAnchorB, this.m_localCenterB)); // Vec2 var d = Vec2(); d.WAdd(1, cB, 1, rB); d.WSub(1, cA, 1, rA); // Vec2 // Point to line constraint { this.m_ay = Rot.Mul(qA, this.m_localYAxisA); this.m_sAy = Vec2.Cross(Vec2.Add(d, rA), this.m_ay); this.m_sBy = Vec2.Cross(rB, this.m_ay); this.m_mass = mA + mB + iA * this.m_sAy * this.m_sAy + iB * this.m_sBy * this.m_sBy; if (this.m_mass > 0.0) { this.m_mass = 1.0 / this.m_mass; } } // Spring constraint this.m_springMass = 0.0; this.m_bias = 0.0; this.m_gamma = 0.0; if (this.m_frequencyHz > 0.0) { this.m_ax = Rot.Mul(qA, this.m_localXAxisA); this.m_sAx = Vec2.Cross(Vec2.Add(d, rA), this.m_ax); this.m_sBx = Vec2.Cross(rB, this.m_ax); var invMass = mA + mB + iA * this.m_sAx * this.m_sAx + iB * this.m_sBx * this.m_sBx; // float if (invMass > 0.0) { this.m_springMass = 1.0 / invMass; var C = Vec2.Dot(d, this.m_ax); // float // Frequency var omega = 2.0 * Math.PI * this.m_frequencyHz; // float // Damping coefficient var d = 2.0 * this.m_springMass * this.m_dampingRatio * omega; // float // Spring stiffness var k = this.m_springMass * omega * omega; // float // magic formulas var h = step.dt; // float this.m_gamma = h * (d + h * k); if (this.m_gamma > 0.0) { this.m_gamma = 1.0 / this.m_gamma; } this.m_bias = C * h * k * this.m_gamma; this.m_springMass = invMass + this.m_gamma; if (this.m_springMass > 0.0) { this.m_springMass = 1.0 / this.m_springMass; } } } else { this.m_springImpulse = 0.0; } // Rotational motor if (this.m_enableMotor) { this.m_motorMass = iA + iB; if (this.m_motorMass > 0.0) { this.m_motorMass = 1.0 / this.m_motorMass; } } else { this.m_motorMass = 0.0; this.m_motorImpulse = 0.0; } if (step.warmStarting) { // Account for variable time step. this.m_impulse *= step.dtRatio; this.m_springImpulse *= step.dtRatio; this.m_motorImpulse *= step.dtRatio; var P = this.m_impulse * this.m_ay + this.m_springImpulse * this.m_ax; // Vec2 var LA = this.m_impulse * this.m_sAy + this.m_springImpulse * this.m_sAx + this.m_motorImpulse; // float var LB = this.m_impulse * this.m_sBy + this.m_springImpulse * this.m_sBx + this.m_motorImpulse; // float vA -= this.m_invMassA * P; wA -= this.m_invIA * LA; vB += this.m_invMassB * P; wB += this.m_invIB * LB; } else { this.m_impulse = 0.0; this.m_springImpulse = 0.0; this.m_motorImpulse = 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; } WheelJoint.prototype.SolveVelocityConstraints = function(step) { var mA = this.m_invMassA; var mB = this.m_invMassB; // float var iA = this.m_invIA; var iB = this.m_invIB; // float 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; // Solve spring constraint { var Cdot = Vec2.Dot(this.m_ax, vB) - Vec2.Dot(this.m_ax, vA) + this.m_sBx * wB - this.m_sAx * wA; // float var impulse = -this.m_springMass * (Cdot + this.m_bias + this.m_gamma * this.m_springImpulse); // float this.m_springImpulse += impulse; var P = Vec2().WSet(impulse, this.m_ax); // Vec2 var LA = impulse * this.m_sAx; // float var LB = impulse * this.m_sBx; // float vA.WSub(mA, P); wA -= iA * LA; vB.WAdd(mB, P); wB += iB * LB; } // Solve rotational motor constraint { var Cdot = wB - wA - this.m_motorSpeed; // float var impulse = -this.m_motorMass * Cdot; // float var oldImpulse = this.m_motorImpulse; // float var maxImpulse = step.dt * this.m_maxMotorTorque; // float this.m_motorImpulse = Math.clamp(this.m_motorImpulse + impulse, -maxImpulse, maxImpulse); impulse = this.m_motorImpulse - oldImpulse; wA -= iA * impulse; wB += iB * impulse; } // Solve point to line constraint { var Cdot = Vec2.Dot(this.m_ay, vB) - Vec2.Dot(this.m_ay, vA) + this.m_sBy * wB - this.m_sAy * wA; // float var impulse = -this.m_mass * Cdot; // float this.m_impulse += impulse; var P = Vec2().WSet(impulse, this.m_ay); // Vec2 var LA = impulse * this.m_sAy; // float var LB = impulse * this.m_sBy; // float vA.WSub(mA, P); wA -= iA * LA; vB.WAdd(mB, P); wB += iB * LB; } 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; } WheelJoint.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); var qB = Rot(aB); var rA = Rot.Mul(qA, Vec2.Sub(this.m_localAnchorA, this.m_localCenterA)); // Vec2 var rB = Rot.Mul(qB, Vec2.Sub(this.m_localAnchorB, this.m_localCenterB)); // Vec2 var d = Vec2(); d.WAdd(1, cB, 1, rB); d.WSub(1, cA, 1, rA); // Vec2 var ay = Rot.Mul(qA, this.m_localYAxisA); // Vec2 var sAy = Vec2.Cross(Vec2.Sub(d, rA), ay); // float var sBy = Vec2.Cross(rB, ay); // float var C = Vec2.Dot(d, ay); // float var k = this.m_invMassA + this.m_invMassB + this.m_invIA * this.m_sAy * this.m_sAy + this.m_invIB * this.m_sBy * this.m_sBy; // float var impulse; // float if (k != 0.0) { impulse = -C / k; } else { impulse = 0.0; } var P = Vec2().WSet(impulse, ay); // Vec2 var LA = impulse * sAy; // float var LB = impulse * sBy; // float cA.WSub(this.m_invMassA, P); aA -= this.m_invIA * LA; cB.WAdd(this.m_invMassB, P); aB += this.m_invIB * LB; 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; }