mirror of https://github.com/axmolengine/axmol.git
198 lines
5.1 KiB
C++
198 lines
5.1 KiB
C++
/*
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* Copyright (c) 2006-2007 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/b2MouseJoint.h>
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#include <Box2D/Dynamics/b2Body.h>
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#include <Box2D/Dynamics/b2TimeStep.h>
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// p = attached point, m = mouse point
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// C = p - m
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// Cdot = v
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// = v + cross(w, r)
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// J = [I r_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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b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def)
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: b2Joint(def)
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{
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b2Assert(def->target.IsValid());
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b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f);
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b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f);
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b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f);
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m_target = def->target;
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m_localAnchor = b2MulT(m_bodyB->GetTransform(), m_target);
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m_maxForce = def->maxForce;
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m_impulse.SetZero();
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m_frequencyHz = def->frequencyHz;
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m_dampingRatio = def->dampingRatio;
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m_beta = 0.0f;
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m_gamma = 0.0f;
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}
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void b2MouseJoint::SetTarget(const b2Vec2& target)
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{
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if (m_bodyB->IsAwake() == false)
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{
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m_bodyB->SetAwake(true);
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}
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m_target = target;
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}
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const b2Vec2& b2MouseJoint::GetTarget() const
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{
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return m_target;
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}
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void b2MouseJoint::SetMaxForce(float32 force)
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{
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m_maxForce = force;
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}
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float32 b2MouseJoint::GetMaxForce() const
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{
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return m_maxForce;
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}
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void b2MouseJoint::SetFrequency(float32 hz)
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{
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m_frequencyHz = hz;
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}
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float32 b2MouseJoint::GetFrequency() const
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{
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return m_frequencyHz;
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}
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void b2MouseJoint::SetDampingRatio(float32 ratio)
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{
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m_dampingRatio = ratio;
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}
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float32 b2MouseJoint::GetDampingRatio() const
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{
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return m_dampingRatio;
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}
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void b2MouseJoint::InitVelocityConstraints(const b2TimeStep& step)
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{
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b2Body* b = m_bodyB;
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float32 mass = b->GetMass();
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// Frequency
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float32 omega = 2.0f * b2_pi * m_frequencyHz;
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// Damping coefficient
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float32 d = 2.0f * mass * m_dampingRatio * omega;
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// Spring stiffness
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float32 k = mass * (omega * omega);
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// magic formulas
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// gamma has units of inverse mass.
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// beta has units of inverse time.
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b2Assert(d + step.dt * k > b2_epsilon);
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m_gamma = step.dt * (d + step.dt * k);
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if (m_gamma != 0.0f)
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{
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m_gamma = 1.0f / m_gamma;
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}
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m_beta = step.dt * k * m_gamma;
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// Compute the effective mass matrix.
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b2Vec2 r = b2Mul(b->GetTransform().R, m_localAnchor - b->GetLocalCenter());
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// K = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
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// = [1/m1+1/m2 0 ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
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// [ 0 1/m1+1/m2] [-r1.x*r1.y r1.x*r1.x] [-r1.x*r1.y r1.x*r1.x]
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float32 invMass = b->m_invMass;
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float32 invI = b->m_invI;
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b2Mat22 K1;
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K1.col1.x = invMass; K1.col2.x = 0.0f;
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K1.col1.y = 0.0f; K1.col2.y = invMass;
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b2Mat22 K2;
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K2.col1.x = invI * r.y * r.y; K2.col2.x = -invI * r.x * r.y;
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K2.col1.y = -invI * r.x * r.y; K2.col2.y = invI * r.x * r.x;
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b2Mat22 K = K1 + K2;
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K.col1.x += m_gamma;
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K.col2.y += m_gamma;
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m_mass = K.GetInverse();
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m_C = b->m_sweep.c + r - m_target;
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// Cheat with some damping
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b->m_angularVelocity *= 0.98f;
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// Warm starting.
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m_impulse *= step.dtRatio;
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b->m_linearVelocity += invMass * m_impulse;
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b->m_angularVelocity += invI * b2Cross(r, m_impulse);
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}
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void b2MouseJoint::SolveVelocityConstraints(const b2TimeStep& step)
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{
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b2Body* b = m_bodyB;
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b2Vec2 r = b2Mul(b->GetTransform().R, m_localAnchor - b->GetLocalCenter());
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// Cdot = v + cross(w, r)
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b2Vec2 Cdot = b->m_linearVelocity + b2Cross(b->m_angularVelocity, r);
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b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_beta * m_C + m_gamma * m_impulse));
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b2Vec2 oldImpulse = m_impulse;
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m_impulse += impulse;
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float32 maxImpulse = step.dt * m_maxForce;
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if (m_impulse.LengthSquared() > maxImpulse * maxImpulse)
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{
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m_impulse *= maxImpulse / m_impulse.Length();
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}
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impulse = m_impulse - oldImpulse;
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b->m_linearVelocity += b->m_invMass * impulse;
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b->m_angularVelocity += b->m_invI * b2Cross(r, impulse);
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}
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b2Vec2 b2MouseJoint::GetAnchorA() const
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{
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return m_target;
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}
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b2Vec2 b2MouseJoint::GetAnchorB() const
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{
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return m_bodyB->GetWorldPoint(m_localAnchor);
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}
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b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const
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{
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return inv_dt * m_impulse;
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}
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float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const
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{
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return inv_dt * 0.0f;
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}
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