Package org.jbox2d.dynamics.joints

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

/*******************************************************************************
* Copyright (c) 2011, Daniel Murphy
* All rights reserved.
*
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* modification, are permitted provided that the following conditions are met:
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*       derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY
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/*
* JBox2D - A Java Port of Erin Catto's Box2D
*
* JBox2D homepage: http://jbox2d.sourceforge.net/
* Box2D homepage: 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.
*/

package org.jbox2d.dynamics.joints;

import org.jbox2d.common.Mat22;
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.pooling.IWorldPool;

//Updated to rev 56->130->142 of b2DistanceJoint.cpp/.h

//C = norm(p2 - p1) - L
//u = (p2 - p1) / norm(p2 - p1)
//Cdot = dot(u, v2 + cross(w2, r2) - v1 - cross(w1, r1))
//J = [-u -cross(r1, u) u cross(r2, u)]
//K = J * invM * JT
//= invMass1 + invI1 * cross(r1, u)^2 + invMass2 + invI2 * cross(r2, u)^2

/**
* A distance joint constrains two points on two bodies
* to remain at a fixed distance from each other. You can view
* this as a massless, rigid rod.
*/
public class DistanceJoint extends Joint {
 
  public final Vec2 m_localAnchor1;
  public final Vec2 m_localAnchor2;
  public final Vec2 m_u;
  public float m_impulse;
  public float m_mass; // effective mass for the constraint.
  public float m_length;
  public float m_frequencyHz;
  public float m_dampingRatio;
  public float m_gamma;
  public float m_bias;
 
  public DistanceJoint(IWorldPool argWorld, final DistanceJointDef def) {
    super(argWorld, def);
    m_localAnchor1 = def.localAnchorA.clone();
    m_localAnchor2 = def.localAnchorB.clone();
    m_length = def.length;
    m_impulse = 0.0f;
    m_u = new Vec2();
    m_frequencyHz = def.frequencyHz;
    m_dampingRatio = def.dampingRatio;
    m_gamma = 0.0f;
    m_bias = 0.0f;
  }
 
  public void setFrequency(float hz) {
    m_frequencyHz = hz;
  }
 
  public float getFrequency() {
    return m_frequencyHz;
  }
 
  public float getLength() {
    return m_length;
  }
 
  public void setLength(float argLength) {
    m_length = argLength;
  }
 
  public void setDampingRatio(float damp) {
    m_dampingRatio = damp;
  }
 
  public float getDampingRatio() {
    return m_dampingRatio;
  }
 
  @Override
  public void getAnchorA(Vec2 argOut) {
    m_bodyA.getWorldPointToOut(m_localAnchor1, argOut);
  }
 
  @Override
  public void getAnchorB(Vec2 argOut) {
    m_bodyB.getWorldPointToOut(m_localAnchor2, argOut);
  }
 
  // djm pooled
  @Override
  public void getReactionForce(float inv_dt, Vec2 argOut) {
    argOut.x = m_impulse * m_u.x * inv_dt;
    argOut.y = m_impulse * m_u.y * inv_dt;
  }
 
  @Override
  public float getReactionTorque(float inv_dt) {
    return 0.0f;
  }
 
  @Override
  public void initVelocityConstraints(final TimeStep step) {
   
    // TODO: fully inline temp Vec2 ops
    final Body b1 = m_bodyA;
    final Body b2 = m_bodyB;
   
    Vec2 r1 = pool.popVec2();
    Vec2 r2 = pool.popVec2();
   
    // Compute the effective mass matrix.
    r1.set(m_localAnchor1).subLocal(b1.getLocalCenter());
    r2.set(m_localAnchor2).subLocal(b2.getLocalCenter());
    Mat22.mulToOut(b1.getTransform().R, r1, r1);
    Mat22.mulToOut(b2.getTransform().R, r2, r2);
   
    m_u.x = b2.m_sweep.c.x + r2.x - b1.m_sweep.c.x - r1.x;
    m_u.y = b2.m_sweep.c.y + r2.y - b1.m_sweep.c.y - r1.y;
   
    // Handle singularity.
    float length = m_u.length();
    if (length > Settings.linearSlop) {
      m_u.x *= 1.0f / length;
      m_u.y *= 1.0f / length;
    }
    else {
      m_u.set(0.0f, 0.0f);
    }
   
    float cr1u = Vec2.cross(r1, m_u);
    float cr2u = Vec2.cross(r2, m_u);
   
    float invMass = b1.m_invMass + b1.m_invI * cr1u * cr1u + b2.m_invMass + b2.m_invI * cr2u * cr2u;
    assert (invMass > Settings.EPSILON);
    m_mass = 1.0f / invMass;
   
    if (m_frequencyHz > 0.0f) {
      float C = length - m_length;
     
      // Frequency
      float omega = 2.0f * MathUtils.PI * m_frequencyHz;
     
      // Damping coefficient
      float d = 2.0f * m_mass * m_dampingRatio * omega;
     
      // Spring stiffness
      float k = m_mass * omega * omega;
     
      // magic formulas
      m_gamma = step.dt * (d + step.dt * k);
      m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f;
      m_bias = C * step.dt * k * m_gamma;
     
      m_mass = invMass + m_gamma;
      m_mass = m_mass != 0.0f ? 1.0f / m_mass : 0.0f;
    }
   
    if (step.warmStarting) {
     
      // Scale the impulse to support a variable time step.
      m_impulse *= step.dtRatio;
     
      Vec2 P = pool.popVec2();
      P.set(m_u).mulLocal(m_impulse);
     
      b1.m_linearVelocity.x -= b1.m_invMass * P.x;
      b1.m_linearVelocity.y -= b1.m_invMass * P.y;
      b1.m_angularVelocity -= b1.m_invI * Vec2.cross(r1, P);
     
      b2.m_linearVelocity.x += b2.m_invMass * P.x;
      b2.m_linearVelocity.y += b2.m_invMass * P.y;
      b2.m_angularVelocity += b2.m_invI * Vec2.cross(r2, P);
     
      pool.pushVec2(1);
    }
    else {
      m_impulse = 0.0f;
    }
    pool.pushVec2(2);
  }
 
  @Override
  public void solveVelocityConstraints(final TimeStep step) {
    final Body b1 = m_bodyA;
    final Body b2 = m_bodyB;
   
    final Vec2 r1 = pool.popVec2();
    final Vec2 r2 = pool.popVec2();
   
    r1.set(m_localAnchor1).subLocal(b1.getLocalCenter());
    r2.set(m_localAnchor2).subLocal(b2.getLocalCenter());
    Mat22.mulToOut(b1.getTransform().R, r1, r1);
    Mat22.mulToOut(b2.getTransform().R, r2, r2);
   
    final Vec2 v1 = pool.popVec2();
    final Vec2 v2 = pool.popVec2();
   
    // Cdot = dot(u, v + cross(w, r))
    Vec2.crossToOut(b1.m_angularVelocity, r1, v1);
    Vec2.crossToOut(b2.m_angularVelocity, r2, v2);
    v1.set(b1.m_linearVelocity).addLocal(b1.m_linearVelocity);
    v2.set(b2.m_linearVelocity).addLocal(b2.m_linearVelocity);
   
    float Cdot = Vec2.dot(m_u, v2.subLocal(v1));
   
    float impulse = -m_mass * (Cdot + m_bias + m_gamma * m_impulse);
    m_impulse += impulse;
   
    float Px = impulse * m_u.x;
    float Py = impulse * m_u.y;
    b1.m_linearVelocity.x -= b1.m_invMass * Px;
    b1.m_linearVelocity.y -= b1.m_invMass * Py;
    b1.m_angularVelocity -= b1.m_invI * (r1.x * Py - r1.y * Px);// b2Cross(r1, P);
    b2.m_linearVelocity.x += b2.m_invMass * Px;
    b2.m_linearVelocity.y += b2.m_invMass * Py;
    b2.m_angularVelocity += b2.m_invI * (r2.x * Py - r2.y * Px);// b2Cross(r2, P);
   
    pool.pushVec2(4);
  }
 
  @Override
  public boolean solvePositionConstraints(float baumgarte) {
    if (m_frequencyHz > 0.0f) {
      return true;
    }
   
    final Body b1 = m_bodyA;
    final Body b2 = m_bodyB;
   
    final Vec2 r1 = pool.popVec2();
    final Vec2 r2 = pool.popVec2();
    final Vec2 d = pool.popVec2();
   
    r1.set(m_localAnchor1).subLocal(b1.getLocalCenter());
    r2.set(m_localAnchor2).subLocal(b2.getLocalCenter());
    Mat22.mulToOut(b1.getTransform().R, r1, r1);
    Mat22.mulToOut(b2.getTransform().R, r2, r2);
   
    d.x = b2.m_sweep.c.x + r2.x - b1.m_sweep.c.x - r1.x;
    d.y = b2.m_sweep.c.y + r2.y - b1.m_sweep.c.y - r1.y;
   
    float length = d.normalize();
    float C = length - m_length;
    C = MathUtils.clamp(C, -Settings.maxLinearCorrection, Settings.maxLinearCorrection);
   
    float impulse = -m_mass * C;
    m_u.set(d);
    float Px = impulse * m_u.x;
    float Py = impulse * m_u.y;
   
    b1.m_sweep.c.x -= b1.m_invMass * Px;
    b1.m_sweep.c.y -= b1.m_invMass * Py;
    b1.m_sweep.a -= b1.m_invI * (r1.x * Py - r1.y * Px);// b2Cross(r1, P);
   
    b2.m_sweep.c.x += b2.m_invMass * Px;
    b2.m_sweep.c.y += b2.m_invMass * Py;
    b2.m_sweep.a += b2.m_invI * (r2.x * Py - r2.y * Px);// b2Cross(r2, P);
   
    b1.synchronizeTransform();
    b2.synchronizeTransform();
   
    pool.pushVec2(3);
   
    return MathUtils.abs(C) < Settings.linearSlop;
  }
}
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