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 = RevoluteJoint;
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');
var inactiveLimit = 0;
var atLowerLimit = 1;
var atUpperLimit = 2;
var equalLimits = 3;
RevoluteJoint.TYPE = 'revolute-joint';
Joint.TYPES[RevoluteJoint.TYPE] = RevoluteJoint;
RevoluteJoint._super = Joint;
RevoluteJoint.prototype = Object.create(RevoluteJoint._super.prototype);
/**
* @typedef {Object} RevoluteJointDef
*
* Revolute joint definition. This requires defining an anchor point where the
* bodies are joined. The definition uses local anchor points so that the
* initial configuration can violate the constraint slightly. You also need to
* specify the initial relative angle for joint limits. This helps when saving
* and loading a game.
*
* The local anchor points are measured from the body's origin rather than the
* center of mass because: 1. you might not know where the center of mass will
* be. 2. if you add/remove shapes from a body and recompute the mass, the
* joints will be broken.
*
* @prop {bool} enableLimit A flag to enable joint limits.
* @prop {bool} enableMotor A flag to enable the joint motor.
* @prop {float} lowerAngle The lower angle for the joint limit (radians).
* @prop {float} upperAngle The upper angle for the joint limit (radians).
* @prop {float} motorSpeed The desired motor speed. Usually in radians per
* second.
* @prop {float} maxMotorTorque The maximum motor torque used to achieve the
* desired motor speed. Usually in N-m.
*
* @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).
*/
var DEFAULTS = {
lowerAngle : 0.0,
upperAngle : 0.0,
maxMotorTorque : 0.0,
motorSpeed : 0.0,
enableLimit : false,
enableMotor : false
};
/**
* A revolute joint constrains two bodies to share a common point while they are
* free to rotate about the point. The relative rotation about the shared point
* is the joint angle. You can limit the relative rotation with a joint limit
* that specifies a lower and upper angle. You can use a motor to drive the
* relative rotation about the shared point. A maximum motor torque is provided
* so that infinite forces are not generated.
*
* @param {RevoluteJointDef} def
* @param {Body} bodyA
* @param {Body} bodyB
*/
function RevoluteJoint(def, bodyA, bodyB, anchor) {
if (!(this instanceof RevoluteJoint)) {
return new RevoluteJoint(def, bodyA, bodyB, anchor);
}
def = options(def, DEFAULTS);
Joint.call(this, def, bodyA, bodyB);
bodyA = this.m_bodyA;
bodyB = this.m_bodyB;
this.m_type = RevoluteJoint.TYPE;
this.m_localAnchorA = Vec2.clone(anchor ? bodyA.getLocalPoint(anchor) : def.localAnchorA || Vec2.zero());
this.m_localAnchorB = Vec2.clone(anchor ? bodyB.getLocalPoint(anchor) : def.localAnchorB || Vec2.zero());
this.m_referenceAngle = Math.isFinite(def.referenceAngle) ? def.referenceAngle : bodyB.getAngle() - bodyA.getAngle();
this.m_impulse = Vec3();
this.m_motorImpulse = 0.0;
this.m_lowerAngle = def.lowerAngle;
this.m_upperAngle = def.upperAngle;
this.m_maxMotorTorque = def.maxMotorTorque;
this.m_motorSpeed = def.motorSpeed;
this.m_enableLimit = def.enableLimit;
this.m_enableMotor = def.enableMotor;
// 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
// effective mass for point-to-point constraint.
this.m_mass = new Mat33();
// effective mass for motor/limit angular constraint.
this.m_motorMass; // float
this.m_limitState = inactiveLimit;
// 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)
// Motor constraint
// Cdot = w2 - w1
// J = [0 0 -1 0 0 1]
// K = invI1 + invI2
}
RevoluteJoint.prototype._serialize = function() {
return {
type: this.m_type,
bodyA: this.m_bodyA,
bodyB: this.m_bodyB,
collideConnected: this.m_collideConnected,
lowerAngle: this.m_lowerAngle,
upperAngle: this.m_upperAngle,
maxMotorTorque: this.m_maxMotorTorque,
motorSpeed: this.m_motorSpeed,
enableLimit: this.m_enableLimit,
enableMotor: this.m_enableMotor,
localAnchorA: this.m_localAnchorA,
localAnchorB: this.m_localAnchorB,
referenceAngle: this.m_referenceAngle,
};
};
RevoluteJoint._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 RevoluteJoint(data);
return joint;
};
/**
* @internal
*/
RevoluteJoint.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);
}
}
/**
* The local anchor point relative to bodyA's origin.
*/
RevoluteJoint.prototype.getLocalAnchorA = function() {
return this.m_localAnchorA;
}
/**
* The local anchor point relative to bodyB's origin.
*/
RevoluteJoint.prototype.getLocalAnchorB = function() {
return this.m_localAnchorB;
}
/**
* Get the reference angle.
*/
RevoluteJoint.prototype.getReferenceAngle = function() {
return this.m_referenceAngle;
}
/**
* Get the current joint angle in radians.
*/
RevoluteJoint.prototype.getJointAngle = function() {
var bA = this.m_bodyA;
var bB = this.m_bodyB;
return bB.m_sweep.a - bA.m_sweep.a - this.m_referenceAngle;
}
/**
* Get the current joint angle speed in radians per second.
*/
RevoluteJoint.prototype.getJointSpeed = function() {
var bA = this.m_bodyA;
var bB = this.m_bodyB;
return bB.m_angularVelocity - bA.m_angularVelocity;
}
/**
* Is the joint motor enabled?
*/
RevoluteJoint.prototype.isMotorEnabled = function() {
return this.m_enableMotor;
}
/**
* Enable/disable the joint motor.
*/
RevoluteJoint.prototype.enableMotor = function(flag) {
this.m_bodyA.setAwake(true);
this.m_bodyB.setAwake(true);
this.m_enableMotor = flag;
}
/**
* Get the current motor torque given the inverse time step. Unit is N*m.
*/
RevoluteJoint.prototype.getMotorTorque = function(inv_dt) {
return inv_dt * this.m_motorImpulse;
}
/**
* Set the motor speed in radians per second.
*/
RevoluteJoint.prototype.setMotorSpeed = function(speed) {
this.m_bodyA.setAwake(true);
this.m_bodyB.setAwake(true);
this.m_motorSpeed = speed;
}
/**
* Get the motor speed in radians per second.
*/
RevoluteJoint.prototype.getMotorSpeed = function() {
return this.m_motorSpeed;
}
/**
* Set the maximum motor torque, usually in N-m.
*/
RevoluteJoint.prototype.setMaxMotorTorque = function(torque) {
this.m_bodyA.setAwake(true);
this.m_bodyB.setAwake(true);
this.m_maxMotorTorque = torque;
}
RevoluteJoint.prototype.getMaxMotorTorque = function() {
return this.m_maxMotorTorque;
}
/**
* Is the joint limit enabled?
*/
RevoluteJoint.prototype.isLimitEnabled = function() {
return this.m_enableLimit;
}
/**
* Enable/disable the joint limit.
*/
RevoluteJoint.prototype.enableLimit = function(flag) {
if (flag != this.m_enableLimit) {
this.m_bodyA.setAwake(true);
this.m_bodyB.setAwake(true);
this.m_enableLimit = flag;
this.m_impulse.z = 0.0;
}
}
/**
* Get the lower joint limit in radians.
*/
RevoluteJoint.prototype.getLowerLimit = function() {
return this.m_lowerAngle;
}
/**
* Get the upper joint limit in radians.
*/
RevoluteJoint.prototype.getUpperLimit = function() {
return this.m_upperAngle;
}
/**
* Set the joint limits in radians.
*/
RevoluteJoint.prototype.setLimits = function(lower, upper) {
_ASSERT && common.assert(lower <= upper);
if (lower != this.m_lowerAngle || upper != this.m_upperAngle) {
this.m_bodyA.setAwake(true);
this.m_bodyB.setAwake(true);
this.m_impulse.z = 0.0;
this.m_lowerAngle = lower;
this.m_upperAngle = upper;
}
}
RevoluteJoint.prototype.getAnchorA = function() {
return this.m_bodyA.getWorldPoint(this.m_localAnchorA);
}
RevoluteJoint.prototype.getAnchorB = function() {
return this.m_bodyB.getWorldPoint(this.m_localAnchorB);
}
/**
* Get the reaction force given the inverse time step. Unit is N.
*/
RevoluteJoint.prototype.getReactionForce = function(inv_dt) {
return Vec2.neo(this.m_impulse.x, this.m_impulse.y).mul(inv_dt);
}
/**
* Get the reaction torque due to the joint limit given the inverse time step.
* Unit is N*m.
*/
RevoluteJoint.prototype.getReactionTorque = function(inv_dt) {
return inv_dt * this.m_impulse.z;
}
RevoluteJoint.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.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));
// 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 fixedRotation = (iA + iB === 0.0); // bool
this.m_mass.ex.x = mA + mB + this.m_rA.y * this.m_rA.y * iA + this.m_rB.y
* this.m_rB.y * iB;
this.m_mass.ey.x = -this.m_rA.y * this.m_rA.x * iA - this.m_rB.y
* this.m_rB.x * iB;
this.m_mass.ez.x = -this.m_rA.y * iA - this.m_rB.y * iB;
this.m_mass.ex.y = this.m_mass.ey.x;
this.m_mass.ey.y = mA + mB + this.m_rA.x * this.m_rA.x * iA + this.m_rB.x
* this.m_rB.x * iB;
this.m_mass.ez.y = this.m_rA.x * iA + this.m_rB.x * iB;
this.m_mass.ex.z = this.m_mass.ez.x;
this.m_mass.ey.z = this.m_mass.ez.y;
this.m_mass.ez.z = iA + iB;
this.m_motorMass = iA + iB;
if (this.m_motorMass > 0.0) {
this.m_motorMass = 1.0 / this.m_motorMass;
}
if (this.m_enableMotor == false || fixedRotation) {
this.m_motorImpulse = 0.0;
}
if (this.m_enableLimit && fixedRotation == false) {
var jointAngle = aB - aA - this.m_referenceAngle; // float
if (Math.abs(this.m_upperAngle - this.m_lowerAngle) < 2.0 * Settings.angularSlop) {
this.m_limitState = equalLimits;
} else if (jointAngle <= this.m_lowerAngle) {
if (this.m_limitState != atLowerLimit) {
this.m_impulse.z = 0.0;
}
this.m_limitState = atLowerLimit;
} else if (jointAngle >= this.m_upperAngle) {
if (this.m_limitState != atUpperLimit) {
this.m_impulse.z = 0.0;
}
this.m_limitState = atUpperLimit;
} else {
this.m_limitState = inactiveLimit;
this.m_impulse.z = 0.0;
}
} else {
this.m_limitState = inactiveLimit;
}
if (step.warmStarting) {
// Scale impulses to support a variable time step.
this.m_impulse.mul(step.dtRatio);
this.m_motorImpulse *= step.dtRatio;
var P = Vec2.neo(this.m_impulse.x, this.m_impulse.y);
vA.subMul(mA, P);
wA -= iA * (Vec2.cross(this.m_rA, P) + this.m_motorImpulse + this.m_impulse.z);
vB.addMul(mB, P);
wB += iB * (Vec2.cross(this.m_rB, P) + this.m_motorImpulse + this.m_impulse.z);
} else {
this.m_impulse.setZero();
this.m_motorImpulse = 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;
}
RevoluteJoint.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
var fixedRotation = (iA + iB === 0.0); // bool
// Solve motor constraint.
if (this.m_enableMotor && this.m_limitState != equalLimits
&& fixedRotation == false) {
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 limit constraint.
if (this.m_enableLimit && this.m_limitState != inactiveLimit
&& fixedRotation == false) {
var Cdot1 = Vec2.zero();
Cdot1.addCombine(1, vB, 1, Vec2.cross(wB, this.m_rB));
Cdot1.subCombine(1, vA, 1, Vec2.cross(wA, this.m_rA));
var Cdot2 = wB - wA; // float
var Cdot = Vec3(Cdot1.x, Cdot1.y, Cdot2);
var impulse = Vec3.neg(this.m_mass.solve33(Cdot)); // Vec3
if (this.m_limitState == equalLimits) {
this.m_impulse.add(impulse);
} else if (this.m_limitState == atLowerLimit) {
var newImpulse = this.m_impulse.z + impulse.z; // float
if (newImpulse < 0.0) {
var rhs = Vec2.combine(-1, Cdot1, this.m_impulse.z, Vec2.neo(this.m_mass.ez.x, this.m_mass.ez.y)); // Vec2
var reduced = this.m_mass.solve22(rhs); // Vec2
impulse.x = reduced.x;
impulse.y = reduced.y;
impulse.z = -this.m_impulse.z;
this.m_impulse.x += reduced.x;
this.m_impulse.y += reduced.y;
this.m_impulse.z = 0.0;
} else {
this.m_impulse.add(impulse);
}
} else if (this.m_limitState == atUpperLimit) {
var newImpulse = this.m_impulse.z + impulse.z; // float
if (newImpulse > 0.0) {
var rhs = Vec2.combine(-1, Cdot1, this.m_impulse.z, Vec2.neo(this.m_mass.ez.x, this.m_mass.ez.y)); // Vec2
var reduced = this.m_mass.solve22(rhs); // Vec2
impulse.x = reduced.x;
impulse.y = reduced.y;
impulse.z = -this.m_impulse.z;
this.m_impulse.x += reduced.x;
this.m_impulse.y += reduced.y;
this.m_impulse.z = 0.0;
} else {
this.m_impulse.add(impulse);
}
}
var P = Vec2.neo(impulse.x, impulse.y);
vA.subMul(mA, P);
wA -= iA * (Vec2.cross(this.m_rA, P) + impulse.z);
vB.addMul(mB, P);
wB += iB * (Vec2.cross(this.m_rB, P) + impulse.z);
} else {
// Solve point-to-point constraint
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));
var impulse = this.m_mass.solve22(Vec2.neg(Cdot)); // Vec2
this.m_impulse.x += impulse.x;
this.m_impulse.y += impulse.y;
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;
}
RevoluteJoint.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);
var qB = Rot.neo(aB);
var angularError = 0.0; // float
var positionError = 0.0; // float
var fixedRotation = (this.m_invIA + this.m_invIB == 0.0); // bool
// Solve angular limit constraint.
if (this.m_enableLimit && this.m_limitState != inactiveLimit
&& fixedRotation == false) {
var angle = aB - aA - this.m_referenceAngle; // float
var limitImpulse = 0.0; // float
if (this.m_limitState == equalLimits) {
// Prevent large angular corrections
var C = Math.clamp(angle - this.m_lowerAngle,
-Settings.maxAngularCorrection, Settings.maxAngularCorrection); // float
limitImpulse = -this.m_motorMass * C;
angularError = Math.abs(C);
} else if (this.m_limitState == atLowerLimit) {
var C = angle - this.m_lowerAngle; // float
angularError = -C;
// Prevent large angular corrections and allow some slop.
C = Math.clamp(C + Settings.angularSlop, -Settings.maxAngularCorrection,
0.0);
limitImpulse = -this.m_motorMass * C;
} else if (this.m_limitState == atUpperLimit) {
var C = angle - this.m_upperAngle; // float
angularError = C;
// Prevent large angular corrections and allow some slop.
C = Math.clamp(C - Settings.angularSlop, 0.0,
Settings.maxAngularCorrection);
limitImpulse = -this.m_motorMass * C;
}
aA -= this.m_invIA * limitImpulse;
aB += this.m_invIB * limitImpulse;
}
// Solve point-to-point constraint.
{
qA.set(aA);
qB.set(aB);
var rA = Rot.mulVec2(qA, Vec2.sub(this.m_localAnchorA, this.m_localCenterA)); // Vec2
var rB = Rot.mulVec2(qB, Vec2.sub(this.m_localAnchorB, this.m_localCenterB)); // Vec2
var C = Vec2.zero();
C.addCombine(1, cB, 1, rB);
C.subCombine(1, cA, 1, rA);
positionError = C.length();
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 Mat22();
K.ex.x = mA + mB + iA * rA.y * rA.y + iB * rB.y * rB.y;
K.ex.y = -iA * rA.x * rA.y - iB * rB.x * rB.y;
K.ey.x = K.ex.y;
K.ey.y = mA + mB + iA * rA.x * rA.x + iB * rB.x * rB.x;
var impulse = Vec2.neg(K.solve(C)); // Vec2
cA.subMul(mA, impulse);
aA -= iA * Vec2.cross(rA, impulse);
cB.addMul(mB, impulse);
aB += iB * Vec2.cross(rB, impulse);
}
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 positionError <= Settings.linearSlop
&& angularError <= Settings.angularSlop;
}