Package org.jbox2d.dynamics.joints

Source Code of org.jbox2d.dynamics.joints.ConstantVolumeJoint

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* Copyright (c) 2011, Daniel Murphy
* All rights reserved.
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package org.jbox2d.dynamics.joints;

import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Settings;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.TimeStep;
import org.jbox2d.dynamics.World;

public class ConstantVolumeJoint extends Joint {
  Body[] bodies;
  float[] targetLengths;
  float targetVolume;
  //float relaxationFactor;//1.0 is perfectly stiff (but doesn't work, unstable)

  Vec2[] normals;

  TimeStep m_step;
  private float m_impulse = 0.0f;

  private World world;

  DistanceJoint[] distanceJoints;

  public Body[] getBodies() {
    return bodies;
  }

  public void inflate(float factor) {
    targetVolume *= factor;
  }

  public ConstantVolumeJoint(World argWorld, ConstantVolumeJointDef def) {
    super(argWorld.getPool(),def);
    world = argWorld;
    if (def.bodies.length <= 2) {
      throw new IllegalArgumentException("You cannot create a constant volume joint with less than three bodies.");
    }
    bodies = def.bodies;
    //relaxationFactor = def.relaxationFactor;
    targetLengths = new float[bodies.length];
    for (int i=0; i<targetLengths.length; ++i) {
      final int next = (i == targetLengths.length-1)?0:i+1;
      float dist = bodies[i].getWorldCenter().sub(bodies[next].getWorldCenter()).length();
      targetLengths[i] = dist;
    }
    targetVolume = getArea();

    final DistanceJointDef djd = new DistanceJointDef();
    distanceJoints = new DistanceJoint[bodies.length];
    for (int i=0; i<targetLengths.length; ++i) {
      final int next = (i == targetLengths.length-1)?0:i+1;
      djd.frequencyHz = def.frequencyHz;//20.0f;
      djd.dampingRatio = def.dampingRatio;//50.0f;
      djd.initialize(bodies[i], bodies[next], bodies[i].getWorldCenter(), bodies[next].getWorldCenter());
      distanceJoints[i] = (DistanceJoint)world.createJoint(djd);
    }

    normals = new Vec2[bodies.length];
    for (int i=0; i<normals.length; ++i) {
      normals[i] = new Vec2();
    }

    this.m_bodyA = bodies[0];
    this.m_bodyB = bodies[1];
    this.m_collideConnected = false;
  }

  @Override
  public void destructor() {
    for (int i=0; i<distanceJoints.length; ++i) {
      world.destroyJoint(distanceJoints[i]);
    }
  }

  private float getArea() {
    float area = 0.0f;
    // i'm glad i changed these all to member access
    area += bodies[bodies.length-1].getWorldCenter().x * bodies[0].getWorldCenter().y -
    bodies[0].getWorldCenter().x * bodies[bodies.length-1].getWorldCenter().y;
    for (int i=0; i<bodies.length-1; ++i){
      area += bodies[i].getWorldCenter().x * bodies[i+1].getWorldCenter().y -
      bodies[i+1].getWorldCenter().x * bodies[i].getWorldCenter().y;
    }
    area *= .5f;
    return area;
  }

  /**
   * Apply the position correction to the particles.
   * @param step
   */
  public boolean constrainEdges(final TimeStep step) {
    float perimeter = 0.0f;
    for (int i=0; i<bodies.length; ++i) {
      final int next = (i==bodies.length-1)?0:i+1;
      float dx = bodies[next].getWorldCenter().x-bodies[i].getWorldCenter().x;
      float dy = bodies[next].getWorldCenter().y-bodies[i].getWorldCenter().y;
      float dist = MathUtils.sqrt(dx*dx+dy*dy);
      if (dist < Settings.EPSILON) {
        dist = 1.0f;
      }
      normals[i].x = dy / dist;
      normals[i].y = -dx / dist;
      perimeter += dist;
    }
   
    final Vec2 delta = pool.popVec2();

    float deltaArea = targetVolume - getArea();
    float toExtrude = 0.5f*deltaArea / perimeter; //*relaxationFactor
    //float sumdeltax = 0.0f;
    boolean done = true;
    for (int i=0; i<bodies.length; ++i) {
      final int next = (i==bodies.length-1)?0:i+1;
      delta.set(toExtrude * (normals[i].x + normals[next].x),
                                  toExtrude * (normals[i].y + normals[next].y));
      //sumdeltax += dx;
      float norm = delta.length();
      if (norm > Settings.maxLinearCorrection){
        delta.mulLocal(Settings.maxLinearCorrection/norm);
      }
      if (norm > Settings.linearSlop){
        done = false;
      }
      bodies[next].m_sweep.c.x += delta.x;
      bodies[next].m_sweep.c.y += delta.y;
      bodies[next].synchronizeTransform();
      //bodies[next].m_linearVelocity.x += delta.x * step.inv_dt;
      //bodies[next].m_linearVelocity.y += delta.y * step.inv_dt;
    }
   
    pool.pushVec2(1);
    //System.out.println(sumdeltax);
    return done;
  }
 
  @Override
  public void initVelocityConstraints(final TimeStep step) {
    m_step = step;
   
    final Vec2[] d = pool.getVec2Array(bodies.length);
   
    for (int i=0; i<bodies.length; ++i) {
      final int prev = (i==0)?bodies.length-1:i-1;
      final int next = (i==bodies.length-1)?0:i+1;
      d[i].set(bodies[next].getWorldCenter());
      d[i].subLocal(bodies[prev].getWorldCenter());
    }

    if (step.warmStarting) {
      m_impulse *= step.dtRatio;
      //float lambda = -2.0f * crossMassSum / dotMassSum;
      //System.out.println(crossMassSum + " " +dotMassSum);
      //lambda = MathUtils.clamp(lambda, -Settings.maxLinearCorrection, Settings.maxLinearCorrection);
      //m_impulse = lambda;
      for (int i=0; i<bodies.length; ++i) {
        bodies[i].m_linearVelocity.x += bodies[i].m_invMass * d[i].y * .5f * m_impulse;
        bodies[i].m_linearVelocity.y += bodies[i].m_invMass * -d[i].x * .5f * m_impulse;
      }
    } else {
      m_impulse = 0.0f;
    }
  }

  @Override
  public boolean solvePositionConstraints(float baumgarte) {
    return constrainEdges(m_step);
  }

  @Override
  public void solveVelocityConstraints(final TimeStep step) {
    float crossMassSum = 0.0f;
    float dotMassSum = 0.0f;
   
    final Vec2 d[] = pool.getVec2Array(bodies.length);

    for (int i=0; i<bodies.length; ++i) {
      final int prev = (i==0)?bodies.length-1:i-1;
      final int next = (i==bodies.length-1)?0:i+1;
      d[i].set(bodies[next].getWorldCenter());
      d[i].subLocal(bodies[prev].getWorldCenter());
      dotMassSum += (d[i].lengthSquared())/bodies[i].getMass();
      crossMassSum += Vec2.cross(bodies[i].getLinearVelocity(),d[i]);
    }
    float lambda = -2.0f * crossMassSum / dotMassSum;
    //System.out.println(crossMassSum + " " +dotMassSum);
    //lambda = MathUtils.clamp(lambda, -Settings.maxLinearCorrection, Settings.maxLinearCorrection);
    m_impulse += lambda;
    //System.out.println(m_impulse);
    for (int i=0; i<bodies.length; ++i) {
      bodies[i].m_linearVelocity.x += bodies[i].m_invMass * d[i].y * .5f * lambda;
      bodies[i].m_linearVelocity.y += bodies[i].m_invMass * -d[i].x * .5f * lambda;
    }
  }

  @Override
  public void getAnchorA(Vec2 argOut) {}

  @Override
  public void getAnchorB(Vec2 argOut) {}

  @Override
  public void getReactionForce(float inv_dt, Vec2 argOut) {}

  @Override
  public float getReactionTorque(float inv_dt) {
    return 0;
  }

}
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