planck-js
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2D JavaScript physics engine for cross-platform HTML5 game development
411 lines (338 loc) • 12.9 kB
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 = PulleyJoint;
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');
PulleyJoint.TYPE = 'pulley-joint';
PulleyJoint.MIN_PULLEY_LENGTH = 2.0; // minPulleyLength
Joint.TYPES[PulleyJoint.TYPE] = PulleyJoint;
PulleyJoint._super = Joint;
PulleyJoint.prototype = Object.create(PulleyJoint._super.prototype);
/**
* @typedef {Object} PulleyJointDef
*
* Pulley joint definition. This requires two ground anchors, two dynamic body
* anchor points, and a pulley ratio.
*
* @prop {Vec2} groundAnchorA The first ground anchor in world coordinates.
* This point never moves.
* @prop {Vec2} groundAnchorB The second ground anchor in world coordinates.
* This point never moves.
* @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} 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.
*/
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 {PulleyJointDef} def
* @param {Body} bodyA
* @param {Body} 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);
bodyA = this.m_bodyA;
bodyB = this.m_bodyB;
this.m_type = PulleyJoint.TYPE;
this.m_groundAnchorA = groundA ? groundA : def.groundAnchorA || Vec2.neo(-1.0, 1.0);
this.m_groundAnchorB = groundB ? groundB : def.groundAnchorB || Vec2.neo(1.0, 1.0);
this.m_localAnchorA = anchorA ? bodyA.getLocalPoint(anchorA) : def.localAnchorA || Vec2.neo(-1.0, 0.0);
this.m_localAnchorB = anchorB ? bodyB.getLocalPoint(anchorB) : def.localAnchorB || Vec2.neo(1.0, 0.0);
this.m_lengthA = Math.isFinite(def.lengthA) ? def.lengthA : Vec2.distance(anchorA, groundA);
this.m_lengthB = Math.isFinite(def.lengthB) ? def.lengthB : Vec2.distance(anchorB, groundB);
this.m_ratio = Math.isFinite(ratio) ? ratio : def.ratio;
_ASSERT && common.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)
}
PulleyJoint.prototype._serialize = function() {
return {
type: this.m_type,
bodyA: this.m_bodyA,
bodyB: this.m_bodyB,
collideConnected: this.m_collideConnected,
groundAnchorA: this.m_groundAnchorA,
groundAnchorB: this.m_groundAnchorB,
localAnchorA: this.m_localAnchorA,
localAnchorB: this.m_localAnchorB,
lengthA: this.m_lengthA,
lengthB: this.m_lengthB,
ratio: this.m_ratio,
};
};
PulleyJoint._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 PulleyJoint(data);
return joint;
};
/**
* 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.sub(newOrigin);
this.m_groundAnchorB.sub(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 Vec2.mul(this.m_impulse, this.m_uB).mul(inv_dt);
}
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.neo(aA);
var qB = Rot.neo(aB);
this.m_rA = Rot.mulVec2(qA, Vec2.sub(this.m_localAnchorA, this.m_localCenterA));
this.m_rB = Rot.mulVec2(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 = Vec2.mul(-this.m_impulse, this.m_uA);
var PB = Vec2.mul(-this.m_ratio * this.m_impulse, this.m_uB);
vA.addMul(this.m_invMassA, PA);
wA += this.m_invIA * Vec2.cross(this.m_rA, PA);
vB.addMul(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.mul(-impulse, this.m_uA); // Vec2
var PB = Vec2.mul(-this.m_ratio * impulse, this.m_uB); // Vec2
vA.addMul(this.m_invMassA, PA);
wA += this.m_invIA * Vec2.cross(this.m_rA, PA);
vB.addMul(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.neo(aA), qB = Rot.neo(aB);
var rA = Rot.mulVec2(qA, Vec2.sub(this.m_localAnchorA, this.m_localCenterA));
var rB = Rot.mulVec2(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.mul(-impulse, uA); // Vec2
var PB = Vec2.mul(-this.m_ratio * impulse, uB); // Vec2
cA.addMul(this.m_invMassA, PA);
aA += this.m_invIA * Vec2.cross(rA, PA);
cB.addMul(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;
}