File: src\fork\box2d\dynamics\joints\b2MouseJoint.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.
*/
/**
* 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)
*
* @class b2MouseJoint
* @constructor
*/
var b2MouseJoint = function (def) {
// The constructor for b2Joint
// initialize instance variables for references
this.m_node1 = new b2JointNode();
this.m_node2 = new b2JointNode();
//
this.m_type = def.type;
this.m_prev = null;
this.m_next = null;
this.m_body1 = def.body1;
this.m_body2 = def.body2;
this.m_collideConnected = def.collideConnected;
this.m_islandFlag = false;
this.m_userData = def.userData;
//
// initialize instance variables for references
this.K = new b2Mat22();
this.K1 = new b2Mat22();
this.K2 = new b2Mat22();
this.m_localAnchor = new b2Vec2();
this.m_target = new b2Vec2();
this.m_impulse = new b2Vec2();
this.m_ptpMass = new b2Mat22();
this.m_C = new b2Vec2();
//
//super(def);
this.m_target.SetV(def.target);
//this.m_localAnchor = b2Math.b2MulTMV(this.m_body2.m_R, b2Math.SubtractVV( this.m_target, this.m_body2.m_position ) );
var tX = this.m_target.x - this.m_body2.m_position.x;
var tY = this.m_target.y - this.m_body2.m_position.y;
this.m_localAnchor.x = (tX * this.m_body2.m_R.col1.x + tY * this.m_body2.m_R.col1.y);
this.m_localAnchor.y = (tX * this.m_body2.m_R.col2.x + tY * this.m_body2.m_R.col2.y);
this.m_maxForce = def.maxForce;
this.m_impulse.SetZero();
var mass = this.m_body2.m_mass;
// Frequency
var omega = 2.0 * b2Settings.b2_pi * def.frequencyHz;
// Damping coefficient
var d = 2.0 * mass * def.dampingRatio * omega;
// Spring stiffness
var k = mass * omega * omega;
// magic formulas
this.m_gamma = 1.0 / (d + def.timeStep * k);
this.m_beta = def.timeStep * k / (d + def.timeStep * k);
};
Object.extend(b2MouseJoint.prototype, b2Joint.prototype);
Object.extend(b2MouseJoint.prototype,
{
GetAnchor1: function(){
return this.m_target;
},
GetAnchor2: function(){
var tVec = b2Math.b2MulMV(this.m_body2.m_R, this.m_localAnchor);
tVec.Add(this.m_body2.m_position);
return tVec;
},
GetReactionForce: function(invTimeStep)
{
//b2Vec2 F = invTimeStep * this.m_impulse;
var F = new b2Vec2();
F.SetV(this.m_impulse);
F.Multiply(invTimeStep);
return F;
},
GetReactionTorque: function(invTimeStep)
{
//NOT_USED(invTimeStep);
return 0.0;
},
SetTarget: function(target){
this.m_body2.WakeUp();
this.m_target = target;
},
//--------------- Internals Below -------------------
// Presolve vars
K: new b2Mat22(),
K1: new b2Mat22(),
K2: new b2Mat22(),
PrepareVelocitySolver: function(){
var b = this.m_body2;
var tMat;
// Compute the effective mass matrix.
//b2Vec2 r = b2Mul(b.m_R, this.m_localAnchor);
tMat = b.m_R;
var rX = tMat.col1.x * this.m_localAnchor.x + tMat.col2.x * this.m_localAnchor.y;
var rY = tMat.col1.y * this.m_localAnchor.x + tMat.col2.y * this.m_localAnchor.y;
// this.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]
var invMass = b.m_invMass;
var invI = b.m_invI;
//b2Mat22 this.K1;
this.K1.col1.x = invMass; this.K1.col2.x = 0.0;
this.K1.col1.y = 0.0; this.K1.col2.y = invMass;
//b2Mat22 this.K2;
this.K2.col1.x = invI * rY * rY; this.K2.col2.x = -invI * rX * rY;
this.K2.col1.y = -invI * rX * rY; this.K2.col2.y = invI * rX * rX;
//b2Mat22 this.K = this.K1 + this.K2;
this.K.SetM(this.K1);
this.K.AddM(this.K2);
this.K.col1.x += this.m_gamma;
this.K.col2.y += this.m_gamma;
//this.m_ptpMass = this.K.Invert();
this.K.Invert(this.m_ptpMass);
//this.m_C = b.m_position + r - this.m_target;
this.m_C.x = b.m_position.x + rX - this.m_target.x;
this.m_C.y = b.m_position.y + rY - this.m_target.y;
// Cheat with some damping
b.m_angularVelocity *= 0.98;
// Warm starting.
//b2Vec2 P = this.m_impulse;
var PX = this.m_impulse.x;
var PY = this.m_impulse.y;
//b.m_linearVelocity += invMass * P;
b.m_linearVelocity.x += invMass * PX;
b.m_linearVelocity.y += invMass * PY;
//b.m_angularVelocity += invI * b2Cross(r, P);
b.m_angularVelocity += invI * (rX * PY - rY * PX);
},
SolveVelocityConstraints: function(step){
var body = this.m_body2;
var tMat;
// Compute the effective mass matrix.
//b2Vec2 r = b2Mul(body.m_R, this.m_localAnchor);
tMat = body.m_R;
var rX = tMat.col1.x * this.m_localAnchor.x + tMat.col2.x * this.m_localAnchor.y;
var rY = tMat.col1.y * this.m_localAnchor.x + tMat.col2.y * this.m_localAnchor.y;
// Cdot = v + cross(w, r)
//b2Vec2 Cdot = body->m_linearVelocity + b2Cross(body->m_angularVelocity, r);
var CdotX = body.m_linearVelocity.x + (-body.m_angularVelocity * rY);
var CdotY = body.m_linearVelocity.y + (body.m_angularVelocity * rX);
//b2Vec2 impulse = -b2Mul(this.m_ptpMass, Cdot + (this.m_beta * step->inv_dt) * this.m_C + this.m_gamma * this.m_impulse);
tMat = this.m_ptpMass;
var tX = CdotX + (this.m_beta * step.inv_dt) * this.m_C.x + this.m_gamma * this.m_impulse.x;
var tY = CdotY + (this.m_beta * step.inv_dt) * this.m_C.y + this.m_gamma * this.m_impulse.y;
var impulseX = -(tMat.col1.x * tX + tMat.col2.x * tY);
var impulseY = -(tMat.col1.y * tX + tMat.col2.y * tY);
var oldImpulseX = this.m_impulse.x;
var oldImpulseY = this.m_impulse.y;
//this.m_impulse += impulse;
this.m_impulse.x += impulseX;
this.m_impulse.y += impulseY;
var length = this.m_impulse.Length();
if (length > step.dt * this.m_maxForce)
{
//this.m_impulse *= step.dt * this.m_maxForce / length;
this.m_impulse.Multiply(step.dt * this.m_maxForce / length);
}
//impulse = this.m_impulse - oldImpulse;
impulseX = this.m_impulse.x - oldImpulseX;
impulseY = this.m_impulse.y - oldImpulseY;
//body.m_linearVelocity += body->m_invMass * impulse;
body.m_linearVelocity.x += body.m_invMass * impulseX;
body.m_linearVelocity.y += body.m_invMass * impulseY;
//body.m_angularVelocity += body->m_invI * b2Cross(r, impulse);
body.m_angularVelocity += body.m_invI * (rX * impulseY - rY * impulseX);
},
SolvePositionConstraints: function(){
return true;
},
m_localAnchor: new b2Vec2(),
m_target: new b2Vec2(),
m_impulse: new b2Vec2(),
m_ptpMass: new b2Mat22(),
m_C: new b2Vec2(),
m_maxForce: null,
m_beta: null,
m_gamma: null
});