planck-js
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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
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text/typescript
/*
* Planck.js
*
* Copyright (c) Erin Catto, Ali Shakiba
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
import { options } from "../../util/options";
import { SettingsInternal as Settings } from "../../Settings";
import { EPSILON } from "../../common/Math";
import { Vec2, Vec2Value } from "../../common/Vec2";
import { Rot } from "../../common/Rot";
import { Joint, JointOpt, JointDef } from "../Joint";
import { Body } from "../Body";
import { TimeStep } from "../Solver";
/** @internal */ const _ASSERT = typeof ASSERT === "undefined" ? false : ASSERT;
/** @internal */ const _CONSTRUCTOR_FACTORY = typeof CONSTRUCTOR_FACTORY === "undefined" ? false : CONSTRUCTOR_FACTORY;
/** @internal */ const math_abs = Math.abs;
/**
* Pulley joint definition. This requires two ground anchors, two dynamic body
* anchor points, and a pulley ratio.
*/
// eslint-disable-next-line @typescript-eslint/no-empty-object-type
export interface PulleyJointOpt extends JointOpt {
}
/**
* Pulley joint definition. This requires two ground anchors, two dynamic body
* anchor points, and a pulley ratio.
*/
export interface PulleyJointDef extends JointDef, PulleyJointOpt {
/**
* The first ground anchor in world coordinates. This point never moves.
*/
groundAnchorA: Vec2Value;
/**
* The second ground anchor in world coordinates. This point never moves.
*/
groundAnchorB: Vec2Value;
/**
* The local anchor point relative to bodyA's origin.
*/
localAnchorA: Vec2Value;
/**
* The local anchor point relative to bodyB's origin.
*/
localAnchorB: Vec2Value;
/**
* The reference length for the segment attached to bodyA.
*/
lengthA: number;
/**
* The reference length for the segment attached to bodyB.
*/
lengthB: number;
/**
* The pulley ratio, used to simulate a block-and-tackle.
*/
ratio: number;
/** @hidden */ anchorA?: Vec2Value;
/** @hidden */ anchorB?: Vec2Value;
}
/** @internal */ const DEFAULTS = {
collideConnected : true
};
declare module "./PulleyJoint" {
/** @hidden @deprecated Use new keyword. */
// @ts-expect-error
function PulleyJoint(def: PulleyJointDef): PulleyJoint;
/** @hidden @deprecated Use new keyword. */
// @ts-expect-error
function PulleyJoint(def: PulleyJointOpt, bodyA: Body, bodyB: Body, groundA: Vec2Value, groundB: Vec2Value, anchorA: Vec2Value, anchorB: Vec2Value, ratio: number): PulleyJoint;
}
/**
* 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.
*/
// @ts-expect-error
export class PulleyJoint extends Joint {
static TYPE = "pulley-joint" as const;
// static MIN_PULLEY_LENGTH: number = 2.0; // TODO where this is used?
/** @internal */ m_type: "pulley-joint";
/** @internal */ m_groundAnchorA: Vec2;
/** @internal */ m_groundAnchorB: Vec2;
/** @internal */ m_localAnchorA: Vec2;
/** @internal */ m_localAnchorB: Vec2;
/** @internal */ m_lengthA: number;
/** @internal */ m_lengthB: number;
/** @internal */ m_ratio: number;
/** @internal */ m_constant: number;
/** @internal */ m_impulse: number;
// Solver temp
/** @internal */ m_uA: Vec2;
/** @internal */ m_uB: Vec2;
/** @internal */ m_rA: Vec2;
/** @internal */ m_rB: Vec2;
/** @internal */ m_localCenterA: Vec2;
/** @internal */ m_localCenterB: Vec2;
/** @internal */ m_invMassA: number;
/** @internal */ m_invMassB: number;
/** @internal */ m_invIA: number;
/** @internal */ m_invIB: number;
/** @internal */ m_mass: number;
constructor(def: PulleyJointDef);
constructor(def: PulleyJointOpt, bodyA: Body, bodyB: Body, groundA?: Vec2Value, groundB?: Vec2Value, anchorA?: Vec2Value, anchorB?: Vec2Value, ratio?: number);
constructor(def: PulleyJointDef, bodyA?: Body, bodyB?: Body, groundA?: Vec2Value, groundB?: Vec2Value, anchorA?: Vec2Value, anchorB?: Vec2Value, ratio?: number) {
// @ts-ignore
if (_CONSTRUCTOR_FACTORY && !(this instanceof PulleyJoint)) {
return new PulleyJoint(def, bodyA, bodyB, groundA, groundB, anchorA, anchorB, ratio);
}
def = options(def, DEFAULTS);
super(def, bodyA, bodyB);
bodyA = this.m_bodyA;
bodyB = this.m_bodyB;
this.m_type = PulleyJoint.TYPE;
this.m_groundAnchorA = Vec2.clone(groundA ? groundA : def.groundAnchorA || Vec2.neo(-1.0, 1.0));
this.m_groundAnchorB = Vec2.clone(groundB ? groundB : def.groundAnchorB || Vec2.neo(1.0, 1.0));
this.m_localAnchorA = Vec2.clone(anchorA ? bodyA.getLocalPoint(anchorA) : def.localAnchorA || Vec2.neo(-1.0, 0.0));
this.m_localAnchorB = Vec2.clone(anchorB ? bodyB.getLocalPoint(anchorB) : def.localAnchorB || Vec2.neo(1.0, 0.0));
this.m_lengthA = Number.isFinite(def.lengthA) ? def.lengthA : Vec2.distance(anchorA, groundA);
this.m_lengthB = Number.isFinite(def.lengthB) ? def.lengthB : Vec2.distance(anchorB, groundB);
this.m_ratio = Number.isFinite(ratio) ? ratio : def.ratio;
if (_ASSERT) console.assert(ratio > EPSILON);
this.m_constant = this.m_lengthA + this.m_ratio * this.m_lengthB;
this.m_impulse = 0.0;
// 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)
}
/** @internal */
_serialize(): object {
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,
};
}
/** @internal */
static _deserialize(data: any, world: any, restore: any): PulleyJoint {
data = {...data};
data.bodyA = restore(Body, data.bodyA, world);
data.bodyB = restore(Body, data.bodyB, world);
const joint = new PulleyJoint(data);
return joint;
}
/** @hidden */
_reset(def: Partial<PulleyJointDef>): void {
if (Vec2.isValid(def.groundAnchorA)) {
this.m_groundAnchorA.set(def.groundAnchorA);
}
if (Vec2.isValid(def.groundAnchorB)) {
this.m_groundAnchorB.set(def.groundAnchorB);
}
if (Vec2.isValid(def.localAnchorA)) {
this.m_localAnchorA.set(def.localAnchorA);
} else if (Vec2.isValid(def.anchorA)) {
this.m_localAnchorA.set(this.m_bodyA.getLocalPoint(def.anchorA));
}
if (Vec2.isValid(def.localAnchorB)) {
this.m_localAnchorB.set(def.localAnchorB);
} else if (Vec2.isValid(def.anchorB)) {
this.m_localAnchorB.set(this.m_bodyB.getLocalPoint(def.anchorB));
}
if (Number.isFinite(def.lengthA)) {
this.m_lengthA = def.lengthA;
}
if (Number.isFinite(def.lengthB)) {
this.m_lengthB = def.lengthB;
}
if (Number.isFinite(def.ratio)) {
this.m_ratio = def.ratio;
}
}
/**
* Get the first ground anchor.
*/
getGroundAnchorA(): Vec2 {
return this.m_groundAnchorA;
}
/**
* Get the second ground anchor.
*/
getGroundAnchorB(): Vec2 {
return this.m_groundAnchorB;
}
/**
* Get the current length of the segment attached to bodyA.
*/
getLengthA(): number {
return this.m_lengthA;
}
/**
* Get the current length of the segment attached to bodyB.
*/
getLengthB(): number {
return this.m_lengthB;
}
/**
* Get the pulley ratio.
*/
getRatio(): number {
return this.m_ratio;
}
/**
* Get the current length of the segment attached to bodyA.
*/
getCurrentLengthA(): number {
const p = this.m_bodyA.getWorldPoint(this.m_localAnchorA);
const s = this.m_groundAnchorA;
return Vec2.distance(p, s);
}
/**
* Get the current length of the segment attached to bodyB.
*/
getCurrentLengthB(): number {
const p = this.m_bodyB.getWorldPoint(this.m_localAnchorB);
const s = this.m_groundAnchorB;
return Vec2.distance(p, s);
}
/**
* Shift the origin for any points stored in world coordinates.
*
* @param newOrigin
*/
shiftOrigin(newOrigin: Vec2Value): void {
this.m_groundAnchorA.sub(newOrigin);
this.m_groundAnchorB.sub(newOrigin);
}
/**
* Get the anchor point on bodyA in world coordinates.
*/
getAnchorA(): Vec2 {
return this.m_bodyA.getWorldPoint(this.m_localAnchorA);
}
/**
* Get the anchor point on bodyB in world coordinates.
*/
getAnchorB(): Vec2 {
return this.m_bodyB.getWorldPoint(this.m_localAnchorB);
}
/**
* Get the reaction force on bodyB at the joint anchor in Newtons.
*/
getReactionForce(inv_dt: number): Vec2 {
return Vec2.mulNumVec2(this.m_impulse, this.m_uB).mul(inv_dt);
}
/**
* Get the reaction torque on bodyB in N*m.
*/
getReactionTorque(inv_dt: number): number {
return 0.0;
}
initVelocityConstraints(step: TimeStep): void {
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;
const cA = this.m_bodyA.c_position.c;
const aA = this.m_bodyA.c_position.a;
const vA = this.m_bodyA.c_velocity.v;
let wA = this.m_bodyA.c_velocity.w;
const cB = this.m_bodyB.c_position.c;
const aB = this.m_bodyB.c_position.a;
const vB = this.m_bodyB.c_velocity.v;
let wB = this.m_bodyB.c_velocity.w;
const qA = Rot.neo(aA);
const 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);
const lengthA = this.m_uA.length();
const 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.
const ruA = Vec2.crossVec2Vec2(this.m_rA, this.m_uA);
const ruB = Vec2.crossVec2Vec2(this.m_rB, this.m_uB);
const mA = this.m_invMassA + this.m_invIA * ruA * ruA;
const mB = this.m_invMassB + this.m_invIB * ruB * ruB;
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.
const PA = Vec2.mulNumVec2(-this.m_impulse, this.m_uA);
const PB = Vec2.mulNumVec2(-this.m_ratio * this.m_impulse, this.m_uB);
vA.addMul(this.m_invMassA, PA);
wA += this.m_invIA * Vec2.crossVec2Vec2(this.m_rA, PA);
vB.addMul(this.m_invMassB, PB);
wB += this.m_invIB * Vec2.crossVec2Vec2(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;
}
solveVelocityConstraints(step: TimeStep): void {
const vA = this.m_bodyA.c_velocity.v;
let wA = this.m_bodyA.c_velocity.w;
const vB = this.m_bodyB.c_velocity.v;
let wB = this.m_bodyB.c_velocity.w;
const vpA = Vec2.add(vA, Vec2.crossNumVec2(wA, this.m_rA));
const vpB = Vec2.add(vB, Vec2.crossNumVec2(wB, this.m_rB));
const Cdot = -Vec2.dot(this.m_uA, vpA) - this.m_ratio * Vec2.dot(this.m_uB, vpB);
const impulse = -this.m_mass * Cdot;
this.m_impulse += impulse;
const PA = Vec2.mulNumVec2(-impulse, this.m_uA);
const PB = Vec2.mulNumVec2(-this.m_ratio * impulse, this.m_uB);
vA.addMul(this.m_invMassA, PA);
wA += this.m_invIA * Vec2.crossVec2Vec2(this.m_rA, PA);
vB.addMul(this.m_invMassB, PB);
wB += this.m_invIB * Vec2.crossVec2Vec2(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;
}
/**
* This returns true if the position errors are within tolerance.
*/
solvePositionConstraints(step: TimeStep): boolean {
const cA = this.m_bodyA.c_position.c;
let aA = this.m_bodyA.c_position.a;
const cB = this.m_bodyB.c_position.c;
let aB = this.m_bodyB.c_position.a;
const qA = Rot.neo(aA);
const qB = Rot.neo(aB);
const rA = Rot.mulVec2(qA, Vec2.sub(this.m_localAnchorA, this.m_localCenterA));
const rB = Rot.mulVec2(qB, Vec2.sub(this.m_localAnchorB, this.m_localCenterB));
// Get the pulley axes.
const uA = Vec2.sub(Vec2.add(cA, this.m_rA), this.m_groundAnchorA);
const uB = Vec2.sub(Vec2.add(cB, this.m_rB), this.m_groundAnchorB);
const lengthA = uA.length();
const 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.
const ruA = Vec2.crossVec2Vec2(rA, uA);
const ruB = Vec2.crossVec2Vec2(rB, uB);
const mA = this.m_invMassA + this.m_invIA * ruA * ruA;
const mB = this.m_invMassB + this.m_invIB * ruB * ruB;
let mass = mA + this.m_ratio * this.m_ratio * mB;
if (mass > 0.0) {
mass = 1.0 / mass;
}
const C = this.m_constant - lengthA - this.m_ratio * lengthB;
const linearError = math_abs(C);
const impulse = -mass * C;
const PA = Vec2.mulNumVec2(-impulse, uA);
const PB = Vec2.mulNumVec2(-this.m_ratio * impulse, uB);
cA.addMul(this.m_invMassA, PA);
aA += this.m_invIA * Vec2.crossVec2Vec2(rA, PA);
cB.addMul(this.m_invMassB, PB);
aB += this.m_invIB * Vec2.crossVec2Vec2(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;
}
}