223 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			223 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
|  | /*
 | ||
|  | * Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
 | ||
|  | * | ||
|  | * This software is provided 'as-is', without any express or implied | ||
|  | * warranty.  In no event will the authors be held liable for any damages | ||
|  | * arising from the use of this software. | ||
|  | * Permission is granted to anyone to use this software for any purpose, | ||
|  | * including commercial applications, and to alter it and redistribute it | ||
|  | * freely, subject to the following restrictions: | ||
|  | * 1. The origin of this software must not be misrepresented; you must not | ||
|  | * claim that you wrote the original software. If you use this software | ||
|  | * in a product, an acknowledgment in the product documentation would be | ||
|  | * appreciated but is not required. | ||
|  | * 2. Altered source versions must be plainly marked as such, and must not be | ||
|  | * misrepresented as being the original software. | ||
|  | * 3. This notice may not be removed or altered from any source distribution. | ||
|  | */ | ||
|  | 
 | ||
|  | #include "Box2D/Dynamics/Joints/b2MouseJoint.h"
 | ||
|  | #include "Box2D/Dynamics/b2Body.h"
 | ||
|  | #include "Box2D/Dynamics/b2TimeStep.h"
 | ||
|  | 
 | ||
|  | // p = attached point, m = mouse point
 | ||
|  | // C = p - m
 | ||
|  | // Cdot = v
 | ||
|  | //      = v + cross(w, r)
 | ||
|  | // J = [I r_skew]
 | ||
|  | // Identity used:
 | ||
|  | // w k % (rx i + ry j) = w * (-ry i + rx j)
 | ||
|  | 
 | ||
|  | b2MouseJoint::b2MouseJoint(const b2MouseJointDef* def) | ||
|  | : b2Joint(def) | ||
|  | { | ||
|  | 	b2Assert(def->target.IsValid()); | ||
|  | 	b2Assert(b2IsValid(def->maxForce) && def->maxForce >= 0.0f); | ||
|  | 	b2Assert(b2IsValid(def->frequencyHz) && def->frequencyHz >= 0.0f); | ||
|  | 	b2Assert(b2IsValid(def->dampingRatio) && def->dampingRatio >= 0.0f); | ||
|  | 
 | ||
|  | 	m_targetA = def->target; | ||
|  | 	m_localAnchorB = b2MulT(m_bodyB->GetTransform(), m_targetA); | ||
|  | 
 | ||
|  | 	m_maxForce = def->maxForce; | ||
|  | 	m_impulse.SetZero(); | ||
|  | 
 | ||
|  | 	m_frequencyHz = def->frequencyHz; | ||
|  | 	m_dampingRatio = def->dampingRatio; | ||
|  | 
 | ||
|  | 	m_beta = 0.0f; | ||
|  | 	m_gamma = 0.0f; | ||
|  | } | ||
|  | 
 | ||
|  | void b2MouseJoint::SetTarget(const b2Vec2& target) | ||
|  | { | ||
|  | 	if (target != m_targetA) | ||
|  | 	{ | ||
|  | 		m_bodyB->SetAwake(true); | ||
|  | 		m_targetA = target; | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | const b2Vec2& b2MouseJoint::GetTarget() const | ||
|  | { | ||
|  | 	return m_targetA; | ||
|  | } | ||
|  | 
 | ||
|  | void b2MouseJoint::SetMaxForce(float32 force) | ||
|  | { | ||
|  | 	m_maxForce = force; | ||
|  | } | ||
|  | 
 | ||
|  | float32 b2MouseJoint::GetMaxForce() const | ||
|  | { | ||
|  | 	return m_maxForce; | ||
|  | } | ||
|  | 
 | ||
|  | void b2MouseJoint::SetFrequency(float32 hz) | ||
|  | { | ||
|  | 	m_frequencyHz = hz; | ||
|  | } | ||
|  | 
 | ||
|  | float32 b2MouseJoint::GetFrequency() const | ||
|  | { | ||
|  | 	return m_frequencyHz; | ||
|  | } | ||
|  | 
 | ||
|  | void b2MouseJoint::SetDampingRatio(float32 ratio) | ||
|  | { | ||
|  | 	m_dampingRatio = ratio; | ||
|  | } | ||
|  | 
 | ||
|  | float32 b2MouseJoint::GetDampingRatio() const | ||
|  | { | ||
|  | 	return m_dampingRatio; | ||
|  | } | ||
|  | 
 | ||
|  | void b2MouseJoint::InitVelocityConstraints(const b2SolverData& data) | ||
|  | { | ||
|  | 	m_indexB = m_bodyB->m_islandIndex; | ||
|  | 	m_localCenterB = m_bodyB->m_sweep.localCenter; | ||
|  | 	m_invMassB = m_bodyB->m_invMass; | ||
|  | 	m_invIB = m_bodyB->m_invI; | ||
|  | 
 | ||
|  | 	b2Vec2 cB = data.positions[m_indexB].c; | ||
|  | 	float32 aB = data.positions[m_indexB].a; | ||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||
|  | 
 | ||
|  | 	b2Rot qB(aB); | ||
|  | 
 | ||
|  | 	float32 mass = m_bodyB->GetMass(); | ||
|  | 
 | ||
|  | 	// Frequency
 | ||
|  | 	float32 omega = 2.0f * b2_pi * m_frequencyHz; | ||
|  | 
 | ||
|  | 	// Damping coefficient
 | ||
|  | 	float32 d = 2.0f * mass * m_dampingRatio * omega; | ||
|  | 
 | ||
|  | 	// Spring stiffness
 | ||
|  | 	float32 k = mass * (omega * omega); | ||
|  | 
 | ||
|  | 	// magic formulas
 | ||
|  | 	// gamma has units of inverse mass.
 | ||
|  | 	// beta has units of inverse time.
 | ||
|  | 	float32 h = data.step.dt; | ||
|  | 	b2Assert(d + h * k > b2_epsilon); | ||
|  | 	m_gamma = h * (d + h * k); | ||
|  | 	if (m_gamma != 0.0f) | ||
|  | 	{ | ||
|  | 		m_gamma = 1.0f / m_gamma; | ||
|  | 	} | ||
|  | 	m_beta = h * k * m_gamma; | ||
|  | 
 | ||
|  | 	// Compute the effective mass matrix.
 | ||
|  | 	m_rB = b2Mul(qB, m_localAnchorB - m_localCenterB); | ||
|  | 
 | ||
|  | 	// K    = [(1/m1 + 1/m2) * eye(2) - skew(r1) * invI1 * skew(r1) - skew(r2) * invI2 * skew(r2)]
 | ||
|  | 	//      = [1/m1+1/m2     0    ] + invI1 * [r1.y*r1.y -r1.x*r1.y] + invI2 * [r1.y*r1.y -r1.x*r1.y]
 | ||
|  | 	//        [    0     1/m1+1/m2]           [-r1.x*r1.y r1.x*r1.x]           [-r1.x*r1.y r1.x*r1.x]
 | ||
|  | 	b2Mat22 K; | ||
|  | 	K.ex.x = m_invMassB + m_invIB * m_rB.y * m_rB.y + m_gamma; | ||
|  | 	K.ex.y = -m_invIB * m_rB.x * m_rB.y; | ||
|  | 	K.ey.x = K.ex.y; | ||
|  | 	K.ey.y = m_invMassB + m_invIB * m_rB.x * m_rB.x + m_gamma; | ||
|  | 
 | ||
|  | 	m_mass = K.GetInverse(); | ||
|  | 
 | ||
|  | 	m_C = cB + m_rB - m_targetA; | ||
|  | 	m_C *= m_beta; | ||
|  | 
 | ||
|  | 	// Cheat with some damping
 | ||
|  | 	wB *= 0.98f; | ||
|  | 
 | ||
|  | 	if (data.step.warmStarting) | ||
|  | 	{ | ||
|  | 		m_impulse *= data.step.dtRatio; | ||
|  | 		vB += m_invMassB * m_impulse; | ||
|  | 		wB += m_invIB * b2Cross(m_rB, m_impulse); | ||
|  | 	} | ||
|  | 	else | ||
|  | 	{ | ||
|  | 		m_impulse.SetZero(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	data.velocities[m_indexB].v = vB; | ||
|  | 	data.velocities[m_indexB].w = wB; | ||
|  | } | ||
|  | 
 | ||
|  | void b2MouseJoint::SolveVelocityConstraints(const b2SolverData& data) | ||
|  | { | ||
|  | 	b2Vec2 vB = data.velocities[m_indexB].v; | ||
|  | 	float32 wB = data.velocities[m_indexB].w; | ||
|  | 
 | ||
|  | 	// Cdot = v + cross(w, r)
 | ||
|  | 	b2Vec2 Cdot = vB + b2Cross(wB, m_rB); | ||
|  | 	b2Vec2 impulse = b2Mul(m_mass, -(Cdot + m_C + m_gamma * m_impulse)); | ||
|  | 
 | ||
|  | 	b2Vec2 oldImpulse = m_impulse; | ||
|  | 	m_impulse += impulse; | ||
|  | 	float32 maxImpulse = data.step.dt * m_maxForce; | ||
|  | 	if (m_impulse.LengthSquared() > maxImpulse * maxImpulse) | ||
|  | 	{ | ||
|  | 		m_impulse *= maxImpulse / m_impulse.Length(); | ||
|  | 	} | ||
|  | 	impulse = m_impulse - oldImpulse; | ||
|  | 
 | ||
|  | 	vB += m_invMassB * impulse; | ||
|  | 	wB += m_invIB * b2Cross(m_rB, impulse); | ||
|  | 
 | ||
|  | 	data.velocities[m_indexB].v = vB; | ||
|  | 	data.velocities[m_indexB].w = wB; | ||
|  | } | ||
|  | 
 | ||
|  | bool b2MouseJoint::SolvePositionConstraints(const b2SolverData& data) | ||
|  | { | ||
|  | 	B2_NOT_USED(data); | ||
|  | 	return true; | ||
|  | } | ||
|  | 
 | ||
|  | b2Vec2 b2MouseJoint::GetAnchorA() const | ||
|  | { | ||
|  | 	return m_targetA; | ||
|  | } | ||
|  | 
 | ||
|  | b2Vec2 b2MouseJoint::GetAnchorB() const | ||
|  | { | ||
|  | 	return m_bodyB->GetWorldPoint(m_localAnchorB); | ||
|  | } | ||
|  | 
 | ||
|  | b2Vec2 b2MouseJoint::GetReactionForce(float32 inv_dt) const | ||
|  | { | ||
|  | 	return inv_dt * m_impulse; | ||
|  | } | ||
|  | 
 | ||
|  | float32 b2MouseJoint::GetReactionTorque(float32 inv_dt) const | ||
|  | { | ||
|  | 	return inv_dt * 0.0f; | ||
|  | } | ||
|  | 
 | ||
|  | void b2MouseJoint::ShiftOrigin(const b2Vec2& newOrigin) | ||
|  | { | ||
|  | 	m_targetA -= newOrigin; | ||
|  | } |