planck-js
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2D JavaScript physics engine for cross-platform HTML5 game development
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JavaScript
/*
* Planck.js
* The MIT License
* Copyright (c) 2021 Erin Catto, Ali Shakiba
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
var _DEBUG = typeof DEBUG === 'undefined' ? false : DEBUG;
var _ASSERT = typeof ASSERT === 'undefined' ? false : ASSERT;
module.exports = MotorJoint;
var common = require('../util/common');
var options = require('../util/options');
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 Body = require('../Body');
MotorJoint.TYPE = 'motor-joint';
Joint.TYPES[MotorJoint.TYPE] = MotorJoint;
MotorJoint._super = Joint;
MotorJoint.prototype = Object.create(MotorJoint._super.prototype);
/**
* @typedef {Object} MotorJointDef
*
* Motor joint definition.
*
* @prop {float} angularOffset The bodyB angle minus bodyA angle in radians.
* @prop {float} maxForce The maximum motor force in N.
* @prop {float} maxTorque The maximum motor torque in N-m.
* @prop {float} correctionFactor Position correction factor in the range [0,1].
* @prop {Vec2} linearOffset Position of bodyB minus the position of bodyA, in
* bodyA's frame, in meters.
*/
var DEFAULTS = {
maxForce : 1.0,
maxTorque : 1.0,
correctionFactor : 0.3
};
/**
* A motor joint is used to control the relative motion between two bodies. A
* typical usage is to control the movement of a dynamic body with respect to
* the ground.
*
* @param {MotorJointDef} def
* @param {Body} bodyA
* @param {Body} bodyB
*/
function MotorJoint(def, bodyA, bodyB) {
if (!(this instanceof MotorJoint)) {
return new MotorJoint(def, bodyA, bodyB);
}
def = options(def, DEFAULTS);
Joint.call(this, def, bodyA, bodyB);
bodyA = this.m_bodyA;
bodyB = this.m_bodyB;
this.m_type = MotorJoint.TYPE;
this.m_linearOffset = Math.isFinite(def.linearOffset) ? def.linearOffset : bodyA.getLocalPoint(bodyB.getPosition());
this.m_angularOffset = Math.isFinite(def.angularOffset) ? def.angularOffset : bodyB.getAngle() - bodyA.getAngle();
this.m_linearImpulse = Vec2.zero();
this.m_angularImpulse = 0.0;
this.m_maxForce = def.maxForce;
this.m_maxTorque = def.maxTorque;
this.m_correctionFactor = def.correctionFactor;
// Solver temp
this.m_rA; // Vec2
this.m_rB; // Vec2
this.m_localCenterA; // Vec2
this.m_localCenterB; // Vec2
this.m_linearError; // Vec2
this.m_angularError; // float
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
}
MotorJoint.prototype._serialize = function() {
return {
type: this.m_type,
bodyA: this.m_bodyA,
bodyB: this.m_bodyB,
collideConnected: this.m_collideConnected,
maxForce: this.m_maxForce,
maxTorque: this.m_maxTorque,
correctionFactor: this.m_correctionFactor,
linearOffset: this.m_linearOffset,
angularOffset: this.m_angularOffset,
};
};
MotorJoint._deserialize = function(data, world, restore) {
data = Object.assign({}, data);
data.bodyA = restore(Body, data.bodyA, world);
data.bodyB = restore(Body, data.bodyB, world);
var joint = new MotorJoint(data);
return joint;
};
/**
* @internal
*/
MotorJoint.prototype._setAnchors = function(def) {
if (def.anchorA) {
this.m_localAnchorA.set(this.m_bodyA.getLocalPoint(def.anchorA));
} else if (def.localAnchorA) {
this.m_localAnchorA.set(def.localAnchorA);
}
if (def.anchorB) {
this.m_localAnchorB.set(this.m_bodyB.getLocalPoint(def.anchorB));
} else if (def.localAnchorB) {
this.m_localAnchorB.set(def.localAnchorB);
}
}
/**
* Set the maximum friction force in N.
*/
MotorJoint.prototype.setMaxForce = function(force) {
_ASSERT && common.assert(Math.isFinite(force) && force >= 0.0);
this.m_maxForce = force;
}
/**
* Get the maximum friction force in N.
*/
MotorJoint.prototype.getMaxForce = function() {
return this.m_maxForce;
}
/**
* Set the maximum friction torque in N*m.
*/
MotorJoint.prototype.setMaxTorque = function(torque) {
_ASSERT && common.assert(Math.isFinite(torque) && torque >= 0.0);
this.m_maxTorque = torque;
}
/**
* Get the maximum friction torque in N*m.
*/
MotorJoint.prototype.getMaxTorque = function() {
return this.m_maxTorque;
}
/**
* Set the position correction factor in the range [0,1].
*/
MotorJoint.prototype.setCorrectionFactor = function(factor) {
_ASSERT && common.assert(Math.isFinite(factor) && 0.0 <= factor && factor <= 1.0);
this.m_correctionFactor = factor;
}
/**
* Get the position correction factor in the range [0,1].
*/
MotorJoint.prototype.getCorrectionFactor = function() {
return this.m_correctionFactor;
}
/**
* Set/get the target linear offset, in frame A, in meters.
*/
MotorJoint.prototype.setLinearOffset = function(linearOffset) {
if (linearOffset.x != this.m_linearOffset.x
|| linearOffset.y != this.m_linearOffset.y) {
this.m_bodyA.setAwake(true);
this.m_bodyB.setAwake(true);
this.m_linearOffset = linearOffset;
}
}
MotorJoint.prototype.getLinearOffset = function() {
return this.m_linearOffset;
}
/**
* Set/get the target angular offset, in radians.
*/
MotorJoint.prototype.setAngularOffset = function(angularOffset) {
if (angularOffset != this.m_angularOffset) {
this.m_bodyA.setAwake(true);
this.m_bodyB.setAwake(true);
this.m_angularOffset = angularOffset;
}
}
MotorJoint.prototype.getAngularOffset = function() {
return this.m_angularOffset;
}
MotorJoint.prototype.getAnchorA = function() {
return this.m_bodyA.getPosition();
}
MotorJoint.prototype.getAnchorB = function() {
return this.m_bodyB.getPosition();
}
MotorJoint.prototype.getReactionForce = function(inv_dt) {
return Vec2.mul(inv_dt, this.m_linearImpulse);
}
MotorJoint.prototype.getReactionTorque = function(inv_dt) {
return inv_dt * this.m_angularImpulse;
}
MotorJoint.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.neo(aA), qB = Rot.neo(aB);
// Compute the effective mass matrix.
this.m_rA = Rot.mulVec2(qA, Vec2.neg(this.m_localCenterA));
this.m_rB = Rot.mulVec2(qB, Vec2.neg(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;
var iA = this.m_invIA;
var iB = this.m_invIB;
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;
}
this.m_linearError = Vec2.zero();
this.m_linearError.addCombine(1, cB, 1, this.m_rB);
this.m_linearError.subCombine(1, cA, 1, this.m_rA);
this.m_linearError.sub(Rot.mulVec2(qA, this.m_linearOffset));
this.m_angularError = aB - aA - this.m_angularOffset;
if (step.warmStarting) {
// Scale impulses to support a variable time step.
this.m_linearImpulse.mul(step.dtRatio);
this.m_angularImpulse *= step.dtRatio;
var P = Vec2.neo(this.m_linearImpulse.x, this.m_linearImpulse.y);
vA.subMul(mA, P);
wA -= iA * (Vec2.cross(this.m_rA, P) + this.m_angularImpulse);
vB.addMul(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;
}
MotorJoint.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;
var iA = this.m_invIA, iB = this.m_invIB;
var h = step.dt;
var inv_h = step.inv_dt;
// Solve angular friction
{
var Cdot = wB - wA + inv_h * this.m_correctionFactor * this.m_angularError;
var impulse = -this.m_angularMass * Cdot;
var oldImpulse = this.m_angularImpulse;
var maxImpulse = h * this.m_maxTorque;
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.zero();
Cdot.addCombine(1, vB, 1, Vec2.cross(wB, this.m_rB));
Cdot.subCombine(1, vA, 1, Vec2.cross(wA, this.m_rA));
Cdot.addMul(inv_h * this.m_correctionFactor, this.m_linearError);
var impulse = Vec2.neg(Mat22.mulVec2(this.m_linearMass, Cdot));
var oldImpulse = Vec2.clone(this.m_linearImpulse);
this.m_linearImpulse.add(impulse);
var maxImpulse = h * this.m_maxForce;
this.m_linearImpulse.clamp(maxImpulse);
impulse = Vec2.sub(this.m_linearImpulse, oldImpulse);
vA.subMul(mA, impulse);
wA -= iA * Vec2.cross(this.m_rA, impulse);
vB.addMul(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;
}
MotorJoint.prototype.solvePositionConstraints = function(step) {
return true;
}