Java Code Examples for org.jbox2d.common.Settings#linearSlop()
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org.jbox2d.common.Settings#linearSlop() .
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Example 1
Source File: ChainShape.java From jbox2d with BSD 2-Clause "Simplified" License | 6 votes |
/** * Create a loop. This automatically adjusts connectivity. * * @param vertices an array of vertices, these are copied * @param count the vertex count */ public void createLoop(final Vec2[] vertices, int count) { assert (m_vertices == null && m_count == 0); assert (count >= 3); m_count = count + 1; m_vertices = new Vec2[m_count]; for (int i = 1; i < count; i++) { Vec2 v1 = vertices[i - 1]; Vec2 v2 = vertices[i]; // If the code crashes here, it means your vertices are too close together. if (MathUtils.distanceSquared(v1, v2) < Settings.linearSlop * Settings.linearSlop) { throw new RuntimeException("Vertices of chain shape are too close together"); } } for (int i = 0; i < count; i++) { m_vertices[i] = new Vec2(vertices[i]); } m_vertices[count] = new Vec2(m_vertices[0]); m_prevVertex.set(m_vertices[m_count - 2]); m_nextVertex.set(m_vertices[1]); m_hasPrevVertex = true; m_hasNextVertex = true; }
Example 2
Source File: ChainShape.java From jbox2d with BSD 2-Clause "Simplified" License | 6 votes |
/** * Create a chain with isolated end vertices. * * @param vertices an array of vertices, these are copied * @param count the vertex count */ public void createChain(final Vec2 vertices[], int count) { assert (m_vertices == null && m_count == 0); assert (count >= 2); m_count = count; m_vertices = new Vec2[m_count]; for (int i = 1; i < m_count; i++) { Vec2 v1 = vertices[i - 1]; Vec2 v2 = vertices[i]; // If the code crashes here, it means your vertices are too close together. if (MathUtils.distanceSquared(v1, v2) < Settings.linearSlop * Settings.linearSlop) { throw new RuntimeException("Vertices of chain shape are too close together"); } } for (int i = 0; i < m_count; i++) { m_vertices[i] = new Vec2(vertices[i]); } m_hasPrevVertex = false; m_hasNextVertex = false; m_prevVertex.setZero(); m_nextVertex.setZero(); }
Example 3
Source File: OneSidedTest.java From jbox2d with BSD 2-Clause "Simplified" License | 6 votes |
@Override public void preSolve(Contact contact, Manifold oldManifold) { super.preSolve(contact, oldManifold); Fixture fixtureA = contact.getFixtureA(); Fixture fixtureB = contact.getFixtureB(); if (fixtureA != m_platform && fixtureA != m_character) { return; } if (fixtureB != m_character && fixtureB != m_character) { return; } Vec2 position = m_character.getBody().getPosition(); if (position.y < m_top + m_radius - 3.0f * Settings.linearSlop) { contact.setEnabled(false); } }
Example 4
Source File: ParticleSystem.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
@Override public boolean reportFixture(Fixture fixture) { if (fixture.isSensor()) { return true; } final Shape shape = fixture.getShape(); Body body = fixture.getBody(); int childCount = shape.getChildCount(); for (int childIndex = 0; childIndex < childCount; childIndex++) { AABB aabb = fixture.getAABB(childIndex); final float aabblowerBoundx = aabb.lowerBound.x - system.m_particleDiameter; final float aabblowerBoundy = aabb.lowerBound.y - system.m_particleDiameter; final float aabbupperBoundx = aabb.upperBound.x + system.m_particleDiameter; final float aabbupperBoundy = aabb.upperBound.y + system.m_particleDiameter; int firstProxy = lowerBound( system.m_proxyBuffer, system.m_proxyCount, computeTag(system.m_inverseDiameter * aabblowerBoundx, system.m_inverseDiameter * aabblowerBoundy)); int lastProxy = upperBound( system.m_proxyBuffer, system.m_proxyCount, computeTag(system.m_inverseDiameter * aabbupperBoundx, system.m_inverseDiameter * aabbupperBoundy)); for (int proxy = firstProxy; proxy != lastProxy; ++proxy) { int a = system.m_proxyBuffer[proxy].index; Vec2 ap = system.m_positionBuffer.data[a]; if (aabblowerBoundx <= ap.x && ap.x <= aabbupperBoundx && aabblowerBoundy <= ap.y && ap.y <= aabbupperBoundy) { Vec2 av = system.m_velocityBuffer.data[a]; final Vec2 temp = tempVec; Transform.mulTransToOutUnsafe(body.m_xf0, ap, temp); Transform.mulToOutUnsafe(body.m_xf, temp, input.p1); input.p2.x = ap.x + step.dt * av.x; input.p2.y = ap.y + step.dt * av.y; input.maxFraction = 1; if (fixture.raycast(output, input, childIndex)) { final Vec2 p = tempVec; p.x = (1 - output.fraction) * input.p1.x + output.fraction * input.p2.x + Settings.linearSlop * output.normal.x; p.y = (1 - output.fraction) * input.p1.y + output.fraction * input.p2.y + Settings.linearSlop * output.normal.y; final float vx = step.inv_dt * (p.x - ap.x); final float vy = step.inv_dt * (p.y - ap.y); av.x = vx; av.y = vy; final float particleMass = system.getParticleMass(); final float ax = particleMass * (av.x - vx); final float ay = particleMass * (av.y - vy); Vec2 b = output.normal; final float fdn = ax * b.x + ay * b.y; final Vec2 f = tempVec2; f.x = fdn * b.x; f.y = fdn * b.y; body.applyLinearImpulse(f, p, true); } } } } return true; }
Example 5
Source File: ContactSolver.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
/** * Sequential solver. */ public final boolean solvePositionConstraints() { float minSeparation = 0.0f; for (int i = 0; i < m_count; ++i) { ContactPositionConstraint pc = m_positionConstraints[i]; int indexA = pc.indexA; int indexB = pc.indexB; float mA = pc.invMassA; float iA = pc.invIA; Vec2 localCenterA = pc.localCenterA; final float localCenterAx = localCenterA.x; final float localCenterAy = localCenterA.y; float mB = pc.invMassB; float iB = pc.invIB; Vec2 localCenterB = pc.localCenterB; final float localCenterBx = localCenterB.x; final float localCenterBy = localCenterB.y; int pointCount = pc.pointCount; Vec2 cA = m_positions[indexA].c; float aA = m_positions[indexA].a; Vec2 cB = m_positions[indexB].c; float aB = m_positions[indexB].a; // Solve normal constraints for (int j = 0; j < pointCount; ++j) { final Rot xfAq = xfA.q; final Rot xfBq = xfB.q; xfAq.set(aA); xfBq.set(aB); xfA.p.x = cA.x - xfAq.c * localCenterAx + xfAq.s * localCenterAy; xfA.p.y = cA.y - xfAq.s * localCenterAx - xfAq.c * localCenterAy; xfB.p.x = cB.x - xfBq.c * localCenterBx + xfBq.s * localCenterBy; xfB.p.y = cB.y - xfBq.s * localCenterBx - xfBq.c * localCenterBy; final PositionSolverManifold psm = psolver; psm.initialize(pc, xfA, xfB, j); final Vec2 normal = psm.normal; final Vec2 point = psm.point; final float separation = psm.separation; float rAx = point.x - cA.x; float rAy = point.y - cA.y; float rBx = point.x - cB.x; float rBy = point.y - cB.y; // Track max constraint error. minSeparation = MathUtils.min(minSeparation, separation); // Prevent large corrections and allow slop. final float C = MathUtils.clamp(Settings.baumgarte * (separation + Settings.linearSlop), -Settings.maxLinearCorrection, 0.0f); // Compute the effective mass. final float rnA = rAx * normal.y - rAy * normal.x; final float rnB = rBx * normal.y - rBy * normal.x; final float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB; // Compute normal impulse final float impulse = K > 0.0f ? -C / K : 0.0f; float Px = normal.x * impulse; float Py = normal.y * impulse; cA.x -= Px * mA; cA.y -= Py * mA; aA -= iA * (rAx * Py - rAy * Px); cB.x += Px * mB; cB.y += Py * mB; aB += iB * (rBx * Py - rBy * Px); } // m_positions[indexA].c.set(cA); m_positions[indexA].a = aA; // m_positions[indexB].c.set(cB); m_positions[indexB].a = aB; } // We can't expect minSpeparation >= -linearSlop because we don't // push the separation above -linearSlop. return minSeparation >= -3.0f * Settings.linearSlop; }
Example 6
Source File: ContactSolver.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
public boolean solveTOIPositionConstraints(int toiIndexA, int toiIndexB) { float minSeparation = 0.0f; for (int i = 0; i < m_count; ++i) { ContactPositionConstraint pc = m_positionConstraints[i]; int indexA = pc.indexA; int indexB = pc.indexB; Vec2 localCenterA = pc.localCenterA; Vec2 localCenterB = pc.localCenterB; final float localCenterAx = localCenterA.x; final float localCenterAy = localCenterA.y; final float localCenterBx = localCenterB.x; final float localCenterBy = localCenterB.y; int pointCount = pc.pointCount; float mA = 0.0f; float iA = 0.0f; if (indexA == toiIndexA || indexA == toiIndexB) { mA = pc.invMassA; iA = pc.invIA; } float mB = 0f; float iB = 0f; if (indexB == toiIndexA || indexB == toiIndexB) { mB = pc.invMassB; iB = pc.invIB; } Vec2 cA = m_positions[indexA].c; float aA = m_positions[indexA].a; Vec2 cB = m_positions[indexB].c; float aB = m_positions[indexB].a; // Solve normal constraints for (int j = 0; j < pointCount; ++j) { final Rot xfAq = xfA.q; final Rot xfBq = xfB.q; xfAq.set(aA); xfBq.set(aB); xfA.p.x = cA.x - xfAq.c * localCenterAx + xfAq.s * localCenterAy; xfA.p.y = cA.y - xfAq.s * localCenterAx - xfAq.c * localCenterAy; xfB.p.x = cB.x - xfBq.c * localCenterBx + xfBq.s * localCenterBy; xfB.p.y = cB.y - xfBq.s * localCenterBx - xfBq.c * localCenterBy; final PositionSolverManifold psm = psolver; psm.initialize(pc, xfA, xfB, j); Vec2 normal = psm.normal; Vec2 point = psm.point; float separation = psm.separation; float rAx = point.x - cA.x; float rAy = point.y - cA.y; float rBx = point.x - cB.x; float rBy = point.y - cB.y; // Track max constraint error. minSeparation = MathUtils.min(minSeparation, separation); // Prevent large corrections and allow slop. float C = MathUtils.clamp(Settings.toiBaugarte * (separation + Settings.linearSlop), -Settings.maxLinearCorrection, 0.0f); // Compute the effective mass. float rnA = rAx * normal.y - rAy * normal.x; float rnB = rBx * normal.y - rBy * normal.x; float K = mA + mB + iA * rnA * rnA + iB * rnB * rnB; // Compute normal impulse float impulse = K > 0.0f ? -C / K : 0.0f; float Px = normal.x * impulse; float Py = normal.y * impulse; cA.x -= Px * mA; cA.y -= Py * mA; aA -= iA * (rAx * Py - rAy * Px); cB.x += Px * mB; cB.y += Py * mB; aB += iB * (rBx * Py - rBy * Px); } // m_positions[indexA].c.set(cA); m_positions[indexA].a = aA; // m_positions[indexB].c.set(cB); m_positions[indexB].a = aB; } // We can't expect minSpeparation >= -_linearSlop because we don't // push the separation above -_linearSlop. return minSeparation >= -1.5f * Settings.linearSlop; }
Example 7
Source File: DistanceJoint.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void initVelocityConstraints(final SolverData data) { m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA.set(m_bodyA.m_sweep.localCenter); m_localCenterB.set(m_bodyB.m_sweep.localCenter); m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; final Rot qA = pool.popRot(); final Rot qB = pool.popRot(); qA.set(aA); qB.set(aB); // use m_u as temporary variable Rot.mulToOutUnsafe(qA, m_u.set(m_localAnchorA).subLocal(m_localCenterA), m_rA); Rot.mulToOutUnsafe(qB, m_u.set(m_localAnchorB).subLocal(m_localCenterB), m_rB); m_u.set(cB).addLocal(m_rB).subLocal(cA).subLocal(m_rA); pool.pushRot(2); // 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 crAu = Vec2.cross(m_rA, m_u); float crBu = Vec2.cross(m_rB, m_u); float invMass = m_invMassA + m_invIA * crAu * crAu + m_invMassB + m_invIB * crBu * crBu; // Compute the effective mass matrix. m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; 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 float h = data.step.dt; m_gamma = h * (d + h * k); m_gamma = m_gamma != 0.0f ? 1.0f / m_gamma : 0.0f; m_bias = C * h * k * m_gamma; invMass += m_gamma; m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; } else { m_gamma = 0.0f; m_bias = 0.0f; } if (data.step.warmStarting) { // Scale the impulse to support a variable time step. m_impulse *= data.step.dtRatio; Vec2 P = pool.popVec2(); P.set(m_u).mulLocal(m_impulse); vA.x -= m_invMassA * P.x; vA.y -= m_invMassA * P.y; wA -= m_invIA * Vec2.cross(m_rA, P); vB.x += m_invMassB * P.x; vB.y += m_invMassB * P.y; wB += m_invIB * Vec2.cross(m_rB, P); pool.pushVec2(1); } else { m_impulse = 0.0f; } // data.velocities[m_indexA].v.set(vA); data.velocities[m_indexA].w = wA; // data.velocities[m_indexB].v.set(vB); data.velocities[m_indexB].w = wB; }
Example 8
Source File: DistanceJoint.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
@Override public boolean solvePositionConstraints(final SolverData data) { if (m_frequencyHz > 0.0f) { return true; } final Rot qA = pool.popRot(); final Rot qB = pool.popRot(); final Vec2 rA = pool.popVec2(); final Vec2 rB = pool.popVec2(); final Vec2 u = pool.popVec2(); Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; qA.set(aA); qB.set(aB); Rot.mulToOutUnsafe(qA, u.set(m_localAnchorA).subLocal(m_localCenterA), rA); Rot.mulToOutUnsafe(qB, u.set(m_localAnchorB).subLocal(m_localCenterB), rB); u.set(cB).addLocal(rB).subLocal(cA).subLocal(rA); float length = u.normalize(); float C = length - m_length; C = MathUtils.clamp(C, -Settings.maxLinearCorrection, Settings.maxLinearCorrection); float impulse = -m_mass * C; float Px = impulse * u.x; float Py = impulse * u.y; cA.x -= m_invMassA * Px; cA.y -= m_invMassA * Py; aA -= m_invIA * (rA.x * Py - rA.y * Px); cB.x += m_invMassB * Px; cB.y += m_invMassB * Py; aB += m_invIB * (rB.x * Py - rB.y * Px); // data.positions[m_indexA].c.set(cA); data.positions[m_indexA].a = aA; // data.positions[m_indexB].c.set(cB); data.positions[m_indexB].a = aB; pool.pushVec2(3); pool.pushRot(2); return MathUtils.abs(C) < Settings.linearSlop; }
Example 9
Source File: RopeJoint.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void initVelocityConstraints(final SolverData data) { m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA.set(m_bodyA.m_sweep.localCenter); m_localCenterB.set(m_bodyB.m_sweep.localCenter); m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; final Rot qA = pool.popRot(); final Rot qB = pool.popRot(); final Vec2 temp = pool.popVec2(); qA.set(aA); qB.set(aB); // Compute the effective masses. Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), m_rA); Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), m_rB); m_u.set(cB).addLocal(m_rB).subLocal(cA).subLocal(m_rA); m_length = m_u.length(); float C = m_length - m_maxLength; if (C > 0.0f) { m_state = LimitState.AT_UPPER; } else { m_state = LimitState.INACTIVE; } if (m_length > Settings.linearSlop) { m_u.mulLocal(1.0f / m_length); } else { m_u.setZero(); m_mass = 0.0f; m_impulse = 0.0f; pool.pushRot(2); pool.pushVec2(1); return; } // Compute effective mass. float crA = Vec2.cross(m_rA, m_u); float crB = Vec2.cross(m_rB, m_u); float invMass = m_invMassA + m_invIA * crA * crA + m_invMassB + m_invIB * crB * crB; m_mass = invMass != 0.0f ? 1.0f / invMass : 0.0f; if (data.step.warmStarting) { // Scale the impulse to support a variable time step. m_impulse *= data.step.dtRatio; float Px = m_impulse * m_u.x; float Py = m_impulse * m_u.y; vA.x -= m_invMassA * Px; vA.y -= m_invMassA * Py; wA -= m_invIA * (m_rA.x * Py - m_rA.y * Px); vB.x += m_invMassB * Px; vB.y += m_invMassB * Py; wB += m_invIB * (m_rB.x * Py - m_rB.y * Px); } else { m_impulse = 0.0f; } pool.pushRot(2); pool.pushVec2(1); // data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; // data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; }
Example 10
Source File: RopeJoint.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
@Override public boolean solvePositionConstraints(final SolverData data) { Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; final Rot qA = pool.popRot(); final Rot qB = pool.popRot(); final Vec2 u = pool.popVec2(); final Vec2 rA = pool.popVec2(); final Vec2 rB = pool.popVec2(); final Vec2 temp = pool.popVec2(); qA.set(aA); qB.set(aB); // Compute the effective masses. Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA); Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB); u.set(cB).addLocal(rB).subLocal(cA).subLocal(rA); float length = u.normalize(); float C = length - m_maxLength; C = MathUtils.clamp(C, 0.0f, Settings.maxLinearCorrection); float impulse = -m_mass * C; float Px = impulse * u.x; float Py = impulse * u.y; cA.x -= m_invMassA * Px; cA.y -= m_invMassA * Py; aA -= m_invIA * (rA.x * Py - rA.y * Px); cB.x += m_invMassB * Px; cB.y += m_invMassB * Py; aB += m_invIB * (rB.x * Py - rB.y * Px); pool.pushRot(2); pool.pushVec2(4); // data.positions[m_indexA].c = cA; data.positions[m_indexA].a = aA; // data.positions[m_indexB].c = cB; data.positions[m_indexB].a = aB; return length - m_maxLength < Settings.linearSlop; }
Example 11
Source File: WheelJoint.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
@Override public boolean solvePositionConstraints(SolverData data) { Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; final Rot qA = pool.popRot(); final Rot qB = pool.popRot(); final Vec2 temp = pool.popVec2(); qA.set(aA); qB.set(aB); Rot.mulToOut(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA); Rot.mulToOut(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB); d.set(cB).subLocal(cA).addLocal(rB).subLocal(rA); Vec2 ay = pool.popVec2(); Rot.mulToOut(qA, m_localYAxisA, ay); float sAy = Vec2.cross(temp.set(d).addLocal(rA), ay); float sBy = Vec2.cross(rB, ay); float C = Vec2.dot(d, ay); float k = m_invMassA + m_invMassB + m_invIA * m_sAy * m_sAy + m_invIB * m_sBy * m_sBy; float impulse; if (k != 0.0f) { impulse = -C / k; } else { impulse = 0.0f; } final Vec2 P = pool.popVec2(); P.x = impulse * ay.x; P.y = impulse * ay.y; float LA = impulse * sAy; float LB = impulse * sBy; cA.x -= m_invMassA * P.x; cA.y -= m_invMassA * P.y; aA -= m_invIA * LA; cB.x += m_invMassB * P.x; cB.y += m_invMassB * P.y; aB += m_invIB * LB; pool.pushVec2(3); pool.pushRot(2); // data.positions[m_indexA].c = cA; data.positions[m_indexA].a = aA; // data.positions[m_indexB].c = cB; data.positions[m_indexB].a = aB; return MathUtils.abs(C) <= Settings.linearSlop; }
Example 12
Source File: WeldJoint.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
@Override public boolean solvePositionConstraints(final SolverData data) { Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; final Rot qA = pool.popRot(); final Rot qB = pool.popRot(); final Vec2 temp = pool.popVec2(); final Vec2 rA = pool.popVec2(); final Vec2 rB = pool.popVec2(); qA.set(aA); qB.set(aB); float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA); Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB); float positionError, angularError; final Mat33 K = pool.popMat33(); final Vec2 C1 = pool.popVec2(); final Vec2 P = pool.popVec2(); K.ex.x = mA + mB + rA.y * rA.y * iA + rB.y * rB.y * iB; K.ey.x = -rA.y * rA.x * iA - rB.y * rB.x * iB; K.ez.x = -rA.y * iA - rB.y * iB; K.ex.y = K.ey.x; K.ey.y = mA + mB + rA.x * rA.x * iA + rB.x * rB.x * iB; K.ez.y = rA.x * iA + rB.x * iB; K.ex.z = K.ez.x; K.ey.z = K.ez.y; K.ez.z = iA + iB; if (m_frequencyHz > 0.0f) { C1.set(cB).addLocal(rB).subLocal(cA).subLocal(rA); positionError = C1.length(); angularError = 0.0f; K.solve22ToOut(C1, P); P.negateLocal(); cA.x -= mA * P.x; cA.y -= mA * P.y; aA -= iA * Vec2.cross(rA, P); cB.x += mB * P.x; cB.y += mB * P.y; aB += iB * Vec2.cross(rB, P); } else { C1.set(cB).addLocal(rB).subLocal(cA).subLocal(rA); float C2 = aB - aA - m_referenceAngle; positionError = C1.length(); angularError = MathUtils.abs(C2); final Vec3 C = pool.popVec3(); final Vec3 impulse = pool.popVec3(); C.set(C1.x, C1.y, C2); K.solve33ToOut(C, impulse); impulse.negateLocal(); P.set(impulse.x, impulse.y); cA.x -= mA * P.x; cA.y -= mA * P.y; aA -= iA * (Vec2.cross(rA, P) + impulse.z); cB.x += mB * P.x; cB.y += mB * P.y; aB += iB * (Vec2.cross(rB, P) + impulse.z); pool.pushVec3(2); } // data.positions[m_indexA].c.set(cA); data.positions[m_indexA].a = aA; // data.positions[m_indexB].c.set(cB); data.positions[m_indexB].a = aB; pool.pushVec2(5); pool.pushRot(2); pool.pushMat33(1); return positionError <= Settings.linearSlop && angularError <= Settings.angularSlop; }
Example 13
Source File: PulleyJoint.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void initVelocityConstraints(final SolverData data) { m_indexA = m_bodyA.m_islandIndex; m_indexB = m_bodyB.m_islandIndex; m_localCenterA.set(m_bodyA.m_sweep.localCenter); m_localCenterB.set(m_bodyB.m_sweep.localCenter); m_invMassA = m_bodyA.m_invMass; m_invMassB = m_bodyB.m_invMass; m_invIA = m_bodyA.m_invI; m_invIB = m_bodyB.m_invI; Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; final Rot qA = pool.popRot(); final Rot qB = pool.popRot(); final Vec2 temp = pool.popVec2(); qA.set(aA); qB.set(aB); // Compute the effective masses. Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), m_rA); Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), m_rB); m_uA.set(cA).addLocal(m_rA).subLocal(m_groundAnchorA); m_uB.set(cB).addLocal(m_rB).subLocal(m_groundAnchorB); float lengthA = m_uA.length(); float lengthB = m_uB.length(); if (lengthA > 10f * Settings.linearSlop) { m_uA.mulLocal(1.0f / lengthA); } else { m_uA.setZero(); } if (lengthB > 10f * Settings.linearSlop) { m_uB.mulLocal(1.0f / lengthB); } else { m_uB.setZero(); } // Compute effective mass. float ruA = Vec2.cross(m_rA, m_uA); float ruB = Vec2.cross(m_rB, m_uB); float mA = m_invMassA + m_invIA * ruA * ruA; float mB = m_invMassB + m_invIB * ruB * ruB; m_mass = mA + m_ratio * m_ratio * mB; if (m_mass > 0.0f) { m_mass = 1.0f / m_mass; } if (data.step.warmStarting) { // Scale impulses to support variable time steps. m_impulse *= data.step.dtRatio; // Warm starting. final Vec2 PA = pool.popVec2(); final Vec2 PB = pool.popVec2(); PA.set(m_uA).mulLocal(-m_impulse); PB.set(m_uB).mulLocal(-m_ratio * m_impulse); vA.x += m_invMassA * PA.x; vA.y += m_invMassA * PA.y; wA += m_invIA * Vec2.cross(m_rA, PA); vB.x += m_invMassB * PB.x; vB.y += m_invMassB * PB.y; wB += m_invIB * Vec2.cross(m_rB, PB); pool.pushVec2(2); } else { m_impulse = 0.0f; } // data.velocities[m_indexA].v.set(vA); data.velocities[m_indexA].w = wA; // data.velocities[m_indexB].v.set(vB); data.velocities[m_indexB].w = wB; pool.pushVec2(1); pool.pushRot(2); }
Example 14
Source File: PulleyJoint.java From jbox2d with BSD 2-Clause "Simplified" License | 4 votes |
@Override public boolean solvePositionConstraints(final SolverData data) { final Rot qA = pool.popRot(); final Rot qB = pool.popRot(); final Vec2 rA = pool.popVec2(); final Vec2 rB = pool.popVec2(); final Vec2 uA = pool.popVec2(); final Vec2 uB = pool.popVec2(); final Vec2 temp = pool.popVec2(); final Vec2 PA = pool.popVec2(); final Vec2 PB = pool.popVec2(); Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; qA.set(aA); qB.set(aB); Rot.mulToOutUnsafe(qA, temp.set(m_localAnchorA).subLocal(m_localCenterA), rA); Rot.mulToOutUnsafe(qB, temp.set(m_localAnchorB).subLocal(m_localCenterB), rB); uA.set(cA).addLocal(rA).subLocal(m_groundAnchorA); uB.set(cB).addLocal(rB).subLocal(m_groundAnchorB); float lengthA = uA.length(); float lengthB = uB.length(); if (lengthA > 10.0f * Settings.linearSlop) { uA.mulLocal(1.0f / lengthA); } else { uA.setZero(); } if (lengthB > 10.0f * Settings.linearSlop) { uB.mulLocal(1.0f / lengthB); } else { uB.setZero(); } // Compute effective mass. float ruA = Vec2.cross(rA, uA); float ruB = Vec2.cross(rB, uB); float mA = m_invMassA + m_invIA * ruA * ruA; float mB = m_invMassB + m_invIB * ruB * ruB; float mass = mA + m_ratio * m_ratio * mB; if (mass > 0.0f) { mass = 1.0f / mass; } float C = m_constant - lengthA - m_ratio * lengthB; float linearError = MathUtils.abs(C); float impulse = -mass * C; PA.set(uA).mulLocal(-impulse); PB.set(uB).mulLocal(-m_ratio * impulse); cA.x += m_invMassA * PA.x; cA.y += m_invMassA * PA.y; aA += m_invIA * Vec2.cross(rA, PA); cB.x += m_invMassB * PB.x; cB.y += m_invMassB * PB.y; aB += m_invIB * Vec2.cross(rB, PB); // data.positions[m_indexA].c.set(cA); data.positions[m_indexA].a = aA; // data.positions[m_indexB].c.set(cB); data.positions[m_indexB].a = aB; pool.pushRot(2); pool.pushVec2(7); return linearError < Settings.linearSlop; }