mirror of https://github.com/axmolengine/axmol.git
230 lines
6.1 KiB
C++
230 lines
6.1 KiB
C++
/*
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* Copyright (c) 2006-2009 Erin Catto http://www.gphysics.com
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
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#include <Box2D/Dynamics/b2Body.h>
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#include <Box2D/Dynamics/b2TimeStep.h>
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// Point-to-point constraint
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// Cdot = v2 - v1
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// = v2 + cross(w2, r2) - v1 - cross(w1, r1)
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// J = [-I -r1_skew I r2_skew ]
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// Identity used:
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// w k % (rx i + ry j) = w * (-ry i + rx j)
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// Angle constraint
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// Cdot = w2 - w1
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// J = [0 0 -1 0 0 1]
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// K = invI1 + invI2
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void b2FrictionJointDef::Initialize(b2Body* bA, b2Body* bB, const b2Vec2& anchor)
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{
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bodyA = bA;
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bodyB = bB;
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localAnchorA = bodyA->GetLocalPoint(anchor);
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localAnchorB = bodyB->GetLocalPoint(anchor);
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}
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b2FrictionJoint::b2FrictionJoint(const b2FrictionJointDef* def)
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: b2Joint(def)
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{
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m_localAnchorA = def->localAnchorA;
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m_localAnchorB = def->localAnchorB;
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m_linearImpulse.SetZero();
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m_angularImpulse = 0.0f;
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m_maxForce = def->maxForce;
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m_maxTorque = def->maxTorque;
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}
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void b2FrictionJoint::InitVelocityConstraints(const b2TimeStep& step)
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{
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b2Body* bA = m_bodyA;
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b2Body* bB = m_bodyB;
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// Compute the effective mass matrix.
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b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
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b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
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// J = [-I -r1_skew I r2_skew]
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// [ 0 -1 0 1]
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// r_skew = [-ry; rx]
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// Matlab
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// K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB]
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// [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB]
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// [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB]
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float32 mA = bA->m_invMass, mB = bB->m_invMass;
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float32 iA = bA->m_invI, iB = bB->m_invI;
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b2Mat22 K1;
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K1.col1.x = mA + mB; K1.col2.x = 0.0f;
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K1.col1.y = 0.0f; K1.col2.y = mA + mB;
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b2Mat22 K2;
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K2.col1.x = iA * rA.y * rA.y; K2.col2.x = -iA * rA.x * rA.y;
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K2.col1.y = -iA * rA.x * rA.y; K2.col2.y = iA * rA.x * rA.x;
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b2Mat22 K3;
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K3.col1.x = iB * rB.y * rB.y; K3.col2.x = -iB * rB.x * rB.y;
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K3.col1.y = -iB * rB.x * rB.y; K3.col2.y = iB * rB.x * rB.x;
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b2Mat22 K = K1 + K2 + K3;
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m_linearMass = K.GetInverse();
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m_angularMass = iA + iB;
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if (m_angularMass > 0.0f)
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{
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m_angularMass = 1.0f / m_angularMass;
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}
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if (step.warmStarting)
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{
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// Scale impulses to support a variable time step.
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m_linearImpulse *= step.dtRatio;
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m_angularImpulse *= step.dtRatio;
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b2Vec2 P(m_linearImpulse.x, m_linearImpulse.y);
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bA->m_linearVelocity -= mA * P;
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bA->m_angularVelocity -= iA * (b2Cross(rA, P) + m_angularImpulse);
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bB->m_linearVelocity += mB * P;
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bB->m_angularVelocity += iB * (b2Cross(rB, P) + m_angularImpulse);
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}
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else
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{
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m_linearImpulse.SetZero();
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m_angularImpulse = 0.0f;
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}
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}
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void b2FrictionJoint::SolveVelocityConstraints(const b2TimeStep& step)
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{
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B2_NOT_USED(step);
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b2Body* bA = m_bodyA;
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b2Body* bB = m_bodyB;
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b2Vec2 vA = bA->m_linearVelocity;
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float32 wA = bA->m_angularVelocity;
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b2Vec2 vB = bB->m_linearVelocity;
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float32 wB = bB->m_angularVelocity;
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float32 mA = bA->m_invMass, mB = bB->m_invMass;
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float32 iA = bA->m_invI, iB = bB->m_invI;
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b2Vec2 rA = b2Mul(bA->GetTransform().R, m_localAnchorA - bA->GetLocalCenter());
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b2Vec2 rB = b2Mul(bB->GetTransform().R, m_localAnchorB - bB->GetLocalCenter());
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// Solve angular friction
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{
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float32 Cdot = wB - wA;
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float32 impulse = -m_angularMass * Cdot;
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float32 oldImpulse = m_angularImpulse;
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float32 maxImpulse = step.dt * m_maxTorque;
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m_angularImpulse = b2Clamp(m_angularImpulse + impulse, -maxImpulse, maxImpulse);
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impulse = m_angularImpulse - oldImpulse;
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wA -= iA * impulse;
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wB += iB * impulse;
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}
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// Solve linear friction
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{
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b2Vec2 Cdot = vB + b2Cross(wB, rB) - vA - b2Cross(wA, rA);
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b2Vec2 impulse = -b2Mul(m_linearMass, Cdot);
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b2Vec2 oldImpulse = m_linearImpulse;
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m_linearImpulse += impulse;
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float32 maxImpulse = step.dt * m_maxForce;
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if (m_linearImpulse.LengthSquared() > maxImpulse * maxImpulse)
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{
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m_linearImpulse.Normalize();
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m_linearImpulse *= maxImpulse;
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}
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impulse = m_linearImpulse - oldImpulse;
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vA -= mA * impulse;
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wA -= iA * b2Cross(rA, impulse);
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vB += mB * impulse;
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wB += iB * b2Cross(rB, impulse);
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}
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bA->m_linearVelocity = vA;
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bA->m_angularVelocity = wA;
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bB->m_linearVelocity = vB;
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bB->m_angularVelocity = wB;
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}
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bool b2FrictionJoint::SolvePositionConstraints(float32 baumgarte)
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{
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B2_NOT_USED(baumgarte);
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return true;
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}
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b2Vec2 b2FrictionJoint::GetAnchorA() const
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{
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return m_bodyA->GetWorldPoint(m_localAnchorA);
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}
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b2Vec2 b2FrictionJoint::GetAnchorB() const
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{
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return m_bodyB->GetWorldPoint(m_localAnchorB);
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}
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b2Vec2 b2FrictionJoint::GetReactionForce(float32 inv_dt) const
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{
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return inv_dt * m_linearImpulse;
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}
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float32 b2FrictionJoint::GetReactionTorque(float32 inv_dt) const
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{
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return inv_dt * m_angularImpulse;
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}
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void b2FrictionJoint::SetMaxForce(float32 force)
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{
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b2Assert(b2IsValid(force) && force >= 0.0f);
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m_maxForce = force;
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}
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float32 b2FrictionJoint::GetMaxForce() const
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{
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return m_maxForce;
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}
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void b2FrictionJoint::SetMaxTorque(float32 torque)
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{
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b2Assert(b2IsValid(torque) && torque >= 0.0f);
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m_maxTorque = torque;
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}
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float32 b2FrictionJoint::GetMaxTorque() const
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{
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return m_maxTorque;
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}
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