Package org.jbox2d.dynamics.joints

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

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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.Mat22;
import org.jbox2d.common.MathUtils;
import org.jbox2d.common.Settings;
import org.jbox2d.common.Transform;
import org.jbox2d.common.Vec2;
import org.jbox2d.dynamics.Body;
import org.jbox2d.dynamics.TimeStep;
import org.jbox2d.pooling.IWorldPool;

public class MouseJoint extends Joint {

  private final Vec2 m_localAnchor = new Vec2();
  private final Vec2 m_target = new Vec2();
  private final Vec2 m_impulse = new Vec2();

  private final Mat22 m_mass = new Mat22()// effective mass for point-to-point constraint.
  private final Vec2 m_C = new Vec2();    // position error
  private float m_maxForce;
  private float m_frequencyHz;
  private float m_dampingRatio;
  private float m_beta;
  private float m_gamma;
 

  protected MouseJoint(IWorldPool argWorld, MouseJointDef def) {
    super(argWorld, def);
    assert(def.target.isValid());
    assert(def.maxForce >= 0);
    assert(def.frequencyHz >= 0);
    assert(def.dampingRatio >= 0);
   
    m_target.set(def.target);
    Transform.mulTransToOut(m_bodyB.getTransform(), m_target, m_localAnchor);
   
    m_maxForce = def.maxForce;
    m_impulse.setZero();
   
    m_frequencyHz = def.frequencyHz;
    m_dampingRatio = def.dampingRatio;
   
    m_beta = 0;
    m_gamma = 0;
  }
 
  @Override
  public void getAnchorA(Vec2 argOut) {
    argOut.set(m_target);
  }

  @Override
  public void getAnchorB(Vec2 argOut) {
    m_bodyB.getWorldPointToOut(m_localAnchor, argOut);
  }

  @Override
  public void getReactionForce(float invDt, Vec2 argOut) {
    argOut.set(m_impulse).mulLocal(invDt);
  }

  @Override
  public float getReactionTorque(float invDt) {
    return invDt * 0.0f;
  }

 
  public void setTarget( Vec2 target){
    if(m_bodyB.isAwake() == false){
      m_bodyB.setAwake(true);
    }
    m_target.set(target);
  }
  public Vec2 getTarget(){
    return m_target;
  }

  /// set/get the maximum force in Newtons.
  public void setMaxForce(float force){
    m_maxForce = force;
  }
  public float getMaxForce(){
    return m_maxForce;
  }

  /// set/get the frequency in Hertz.
  public void setFrequency(float hz){
    m_frequencyHz = hz;
  }
  public float getFrequency(){
    return m_frequencyHz;
  }

  /// set/get the damping ratio (dimensionless).
  public void setDampingRatio(float ratio){
    m_dampingRatio = ratio;
  }
  public float getDampingRatio(){
    return m_dampingRatio;
  }

  @Override
  public void initVelocityConstraints(TimeStep step) {
    Body b = m_bodyB;

    float mass = b.getMass();

    // Frequency
    float omega = 2.0f * MathUtils.PI * m_frequencyHz;

    // Damping coefficient
    float d = 2.0f * mass * m_dampingRatio * omega;

    // Spring stiffness
    float k = mass * (omega * omega);

    // magic formulas
    // gamma has units of inverse mass.
    // beta has units of inverse time.
    assert(d + step.dt * k > Settings.EPSILON);
    m_gamma = step.dt * (d + step.dt * k);
    if (m_gamma != 0.0f){
      m_gamma = 1.0f / m_gamma;
    }
    m_beta = step.dt * k * m_gamma;

    Vec2 r = pool.popVec2();
   
    // Compute the effective mass matrix.
    //Vec2 r = Mul(b.getTransform().R, m_localAnchor - b.getLocalCenter());
    r.set(m_localAnchor).subLocal(b.getLocalCenter());
    Mat22.mulToOut(b.getTransform().R, r, r);
   
    // 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]
    float invMass = b.m_invMass;
    float invI = b.m_invI;

    Mat22 K1 = pool.popMat22();
    K1.col1.x = invMass;  K1.col2.x = 0.0f;
    K1.col1.y = 0.0f;    K1.col2.y = invMass;

    Mat22 K2 = pool.popMat22();
    K2.col1.x =  invI * r.y * r.y;  K2.col2.x = -invI * r.x * r.y;
    K2.col1.y = -invI * r.x * r.y;  K2.col2.y =  invI * r.x * r.x;

    Mat22 K = pool.popMat22();
    K.set(K1).addLocal(K2);
    K.col1.x += m_gamma;
    K.col2.y += m_gamma;

    K.invertToOut(m_mass);

    m_C.set(b.m_sweep.c).addLocal(r).subLocal(m_target);

    // Cheat with some damping
    b.m_angularVelocity *= 0.98f;

    // Warm starting.
    m_impulse.mulLocal(step.dtRatio);
    // pool
    Vec2 temp = pool.popVec2();
    temp.set(m_impulse).mulLocal(invMass);
    b.m_linearVelocity.addLocal(temp);
    b.m_angularVelocity += invI * Vec2.cross(r, m_impulse);
   
    pool.pushVec2(2);
    pool.pushMat22(3);
  }

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

  @Override
  public void solveVelocityConstraints(TimeStep step) {
    Body b = m_bodyB;

    Vec2 r = pool.popVec2();

    r.set(m_localAnchor).subLocal(b.getLocalCenter());
    Mat22.mulToOut(b.getTransform().R, r, r);
   
    // Cdot = v + cross(w, r)
    Vec2 Cdot = pool.popVec2();
    Vec2.crossToOut(b.m_angularVelocity, r, Cdot);
    Cdot.addLocal(b.m_linearVelocity);
   
    Vec2 impulse = pool.popVec2();
    Vec2 temp = pool.popVec2();
   
    //Mul(m_mass, -(Cdot + m_beta * m_C + m_gamma * m_impulse));
    impulse.set(m_C).mulLocal(m_beta);
    temp.set(m_impulse).mulLocal(m_gamma);
    temp.addLocal(impulse).addLocal(Cdot).mulLocal(-1);
    Mat22.mulToOut(m_mass, temp, impulse);

    Vec2 oldImpulse = temp;
    oldImpulse.set(m_impulse);
    m_impulse.addLocal(impulse);
    float maxImpulse = step.dt * m_maxForce;
    if (m_impulse.lengthSquared() > maxImpulse * maxImpulse){
      m_impulse.mulLocal(maxImpulse / m_impulse.length());
    }
    impulse.set(m_impulse).subLocal(oldImpulse);

    // pooling
    oldImpulse.set(impulse).mulLocal(b.m_invMass);
    b.m_linearVelocity.addLocal(oldImpulse);
    b.m_angularVelocity += b.m_invI * Vec2.cross(r, impulse);
   
    pool.pushVec2(4);
  }

}
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