/******************************************************************************* * Copyright (c) 2011, Daniel Murphy * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the <organization> nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL DANIEL MURPHY BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ 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.WorldPool; 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(WorldPool 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.m11 = invMass; K1.m21 = 0.0f; K1.m12 = 0.0f; K1.m22 = invMass; Mat22 K2 = pool.popMat22(); K2.m11 = invI * r.y * r.y; K2.m21 = -invI * r.x * r.y; K2.m12 = -invI * r.x * r.y; K2.m22 = invI * r.x * r.x; Mat22 K = pool.popMat22(); K.set(K1).addLocal(K2); K.m11 += m_gamma; K.m22 += 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); } }