/* * 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.*; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.TimeStep; import org.jbox2d.dynamics.World; //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 Vec2 m_localAnchor1; public Vec2 m_localAnchor2; public 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(DistanceJointDef def) { super(def); m_localAnchor1 = def.localAnchor1.clone(); m_localAnchor2 = def.localAnchor2.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; m_inv_dt = 0.0f; } //@Override public Vec2 getAnchor1() { return m_body1.getWorldPoint(m_localAnchor1); } //@Override public Vec2 getAnchor2() { return m_body2.getWorldPoint(m_localAnchor2); } public Vec2 getReactionForce() { return new Vec2(m_impulse * m_u.x, m_impulse * m_u.y); } public float getReactionTorque() { return 0.0f; } //@Override public void initVelocityConstraints(TimeStep step) { m_inv_dt = step.inv_dt; //TODO: fully inline temp Vec2 ops Body b1 = m_body1; Body b2 = m_body2; // Compute the effective mass matrix. Vec2 r1 = Mat22.mul(b1.getXForm().R, m_localAnchor1.sub(b1.getLocalCenter())); Vec2 r2 = Mat22.mul(b2.getXForm().R, m_localAnchor2.sub(b2.getLocalCenter())); 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 * (float)Math.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 = 1.0f / (step.dt * (d + step.dt * k)); m_bias = C * step.dt * k * m_gamma; m_mass = 1.0f / (invMass + m_gamma); } if (step.warmStarting) { m_impulse *= step.dtRatio; Vec2 P = m_u.mul(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); } else { m_impulse = 0.0f; } } //@Override public boolean solvePositionConstraints() { if (m_frequencyHz > 0.0f) { return true; } Body b1 = m_body1; Body b2 = m_body2; Vec2 r1 = Mat22.mul(b1.getXForm().R, m_localAnchor1.sub(b1.getLocalCenter())); Vec2 r2 = Mat22.mul(b2.getXForm().R, m_localAnchor2.sub(b2.getLocalCenter())); Vec2 d = new Vec2(b2.m_sweep.c.x + r2.x - b1.m_sweep.c.x - r1.x, 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 = 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(); return Math.abs(C) < Settings.linearSlop; } //@Override public void solveVelocityConstraints(TimeStep step) { Body b1 = m_body1; Body b2 = m_body2; Vec2 r1 = Mat22.mul(b1.m_xf.R, m_localAnchor1.sub(b1.getLocalCenter())); Vec2 r2 = Mat22.mul(b2.m_xf.R, m_localAnchor2.sub(b2.getLocalCenter())); // Cdot = dot(u, v + cross(w, r)) Vec2 v1 = b1.m_linearVelocity.add(Vec2.cross(b1.m_angularVelocity, r1)); Vec2 v2 = b2.m_linearVelocity.add(Vec2.cross(b2.m_angularVelocity, r2)); 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); } }