API Docs for: 1.0.0
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File: src\fork\box2d\dynamics\contacts\b2Conservative.js

/*
* Copyright (c) 2006-2007 Erin Catto http:
*
* 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, and must not be
* misrepresented the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/




/**
 * @class b2Conservative
 * @constructor
 */
var b2Conservative = function () {
    //
};
b2Conservative.prototype = {
	// Temp vars
};

b2Conservative.R1 = new b2Mat22();
b2Conservative.R2 = new b2Mat22();
b2Conservative.x1 = new b2Vec2();
b2Conservative.x2 = new b2Vec2();

b2Conservative.Conservative = function (shape1, shape2) {
	var body1 = shape1.GetBody();
	var body2 = shape2.GetBody();

	//b2Vec2 v1 = body1->m_position - body1->m_position0;
	var v1X = body1.m_position.x - body1.m_position0.x;
	var v1Y = body1.m_position.y - body1.m_position0.y;
	//float32 omega1 = body1->m_rotation - body1->m_rotation0;
	var omega1 = body1.m_rotation - body1.m_rotation0;
	//b2Vec2 v2 = body2->m_position - body2->m_position0;
	var v2X = body2.m_position.x - body2.m_position0.x;
	var v2Y = body2.m_position.y - body2.m_position0.y;
	//float32 omega2 = body2->m_rotation - body2->m_rotation0;
	var omega2 = body2.m_rotation - body2.m_rotation0;

	//float32 r1 = shape1->GetMaxRadius();
	var r1 = shape1.GetMaxRadius();
	//float32 r2 = shape2->GetMaxRadius();
	var r2 = shape2.GetMaxRadius();

	//b2Vec2 p1Start = body1->m_position0;
	var p1StartX = body1.m_position0.x;
	var p1StartY = body1.m_position0.y;
	//float32 a1Start = body1->m_rotation0;
	var a1Start = body1.m_rotation0;

	//b2Vec2 p2Start = body2->m_position0;
	var p2StartX = body2.m_position0.x;
	var p2StartY = body2.m_position0.y;
	//float32 a2Start = body2->m_rotation0;
	var a2Start = body2.m_rotation0;

	//b2Vec2 p1 = p1Start;
	var p1X = p1StartX;
	var p1Y = p1StartY;
	//float32 a1 = a1Start;
	var a1 = a1Start;
	//b2Vec2 p2 = p2Start;
	var p2X = p2StartX;
	var p2Y = p2StartY;
	//float32 a2 = a2Start;
	var a2 = a2Start;

	//b2Mat22 b2Conservative.R1(a1), b2Conservative.R2(a2);
	b2Conservative.R1.Set(a1);
	b2Conservative.R2.Set(a2);

	//shape1->QuickSync(p1, b2Conservative.R1);
	shape1.QuickSync(p1, b2Conservative.R1);
	//shape2->QuickSync(p2, b2Conservative.R2);
	shape2.QuickSync(p2, b2Conservative.R2);

	//float32 s1 = 0.0f;
	var s1 = 0.0;
	//const int32 maxIterations = 10;
	var maxIterations = 10;
	//b2Vec2 d;
	var dX;
	var dY;
	//float32 invRelativeVelocity = 0.0f;
	var invRelativeVelocity = 0.0;
	//bool hit = true;
	var hit = true;
	//b2Vec2 b2Conservative.x1, b2Conservative.x2; moved to static var
	for (var iter = 0; iter < maxIterations; ++iter)
	{
		// Get the accurate distance between shapes.
		//float32 distance = b2Distance.Distance(&b2Conservative.x1, &b2Conservative.x2, shape1, shape2);
		var distance = b2Distance.Distance(b2Conservative.x1, b2Conservative.x2, shape1, shape2);
		if (distance < b2Settings.b2_linearSlop)
		{
			if (iter == 0)
			{
				hit = false;
			}
			else
			{
				hit = true;
			}
			break;
		}

		if (iter == 0)
		{
			//b2Vec2 d = b2Conservative.x2 - b2Conservative.x1;
			dX = b2Conservative.x2.x - b2Conservative.x1.x;
			dY = b2Conservative.x2.y - b2Conservative.x1.y;
			//d.Normalize();
			var dLen = Math.sqrt(dX*dX + dY*dY);
			//float32 relativeVelocity = b2Dot(d, v1 - v2) + b2Abs(omega1) * r1 + b2Abs(omega2) * r2;
			var relativeVelocity = (dX*(v1X-v2X) + dY*(v1Y - v2Y)) + Math.abs(omega1) * r1 + Math.abs(omega2) * r2;
			if (Math.abs(relativeVelocity) < Number.MIN_VALUE)
			{
				hit = false;
				break;
			}

			invRelativeVelocity = 1.0 / relativeVelocity;
		}

		// Get the conservative movement.
		//float32 ds = distance * invRelativeVelocity;
		var ds = distance * invRelativeVelocity;
		//float32 s2 = s1 + ds;
		var s2 = s1 + ds;

		if (s2 < 0.0 || 1.0 < s2)
		{
			hit = false;
			break;
		}

		if (s2 < (1.0 + 100.0 * Number.MIN_VALUE) * s1)
		{
			hit = true;
			break;
		}

		s1 = s2;

		// Move forward conservatively.
		//p1 = p1Start + s1 * v1;
		p1X = p1StartX + s1 * v1.x;
		p1Y = p1StartY + s1 * v1.y;
		//a1 = a1Start + s1 * omega1;
		a1 = a1Start + s1 * omega1;
		//p2 = p2Start + s1 * v2;
		p2X = p2StartX + s1 * v2.x;
		p2Y = p2StartY + s1 * v2.y;
		//a2 = a2Start + s1 * omega2;
		a2 = a2Start + s1 * omega2;

		b2Conservative.R1.Set(a1);
		b2Conservative.R2.Set(a2);
		shape1.QuickSync(p1, b2Conservative.R1);
		shape2.QuickSync(p2, b2Conservative.R2);
	}

	if (hit)
	{
		// Hit, move bodies to safe position and re-sync shapes.
		//b2Vec2 d = b2Conservative.x2 - b2Conservative.x1;
		dX = b2Conservative.x2.x - b2Conservative.x1.x;
		dY = b2Conservative.x2.y - b2Conservative.x1.y;
		//float32 length = d.Length();
		var length = Math.sqrt(dX*dX + dY*dY);
		if (length > FLT_EPSILON)
		{
			d *= b2_linearSlop / length;
		}

		if (body1.IsStatic())
		{
			//body1.m_position = p1;
			body1.m_position.x = p1X;
			body1.m_position.y = p1Y;
		}
		else
		{
			//body1.m_position = p1 - d;
			body1.m_position.x = p1X - dX;
			body1.m_position.y = p1Y - dY;
		}
		body1.m_rotation = a1;
		body1.m_R.Set(a1);
		body1.QuickSyncShapes();

		if (body2.IsStatic())
		{
			//body2->m_position = p2;
			body2.m_position.x = p2X;
			body2.m_position.y = p2Y;
		}
		else
		{
			//body2->m_position = p2 + d;
			body2.m_position.x = p2X + dX;
			body2.m_position.y = p2Y + dY;
		}
		//body2.m_position = p2 + d;
		body2.m_position.x = p2X + dX;
		body2.m_position.y = p2Y + dY;
		body2.m_rotation = a2;
		body2.m_R.Set(a2);
		body2.QuickSyncShapes();

		return true;
	}

	// No hit, restore shapes.
	shape1.QuickSync(body1.m_position, body1.m_R);
	shape2.QuickSync(body2.m_position, body2.m_R);
	return false;
};