/* * The MIT License (MIT) * * FXGL - JavaFX Game Library * * Copyright (c) 2015-2017 AlmasB (almaslvl@gmail.com) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ package org.jbox2d.dynamics.joints; import com.almasb.fxgl.core.math.Vec2; import org.jbox2d.common.JBoxUtils; import org.jbox2d.common.Mat22; import org.jbox2d.common.Rotation; import org.jbox2d.dynamics.SolverData; import org.jbox2d.pooling.IWorldPool; //Point-to-point constraint //Cdot = v2 - v1 // = v2 + cross(w2, r2) - v1 - cross(w1, r1) //J = [-I -r1_skew I r2_skew ] //Identity used: //w k % (rx i + ry j) = w * (-ry i + rx j) //Angle constraint //Cdot = w2 - w1 //J = [0 0 -1 0 0 1] //K = invI1 + invI2 /** * A motor joint is used to control the relative motion between two bodies. A typical usage is to * control the movement of a dynamic body with respect to the ground. * * @author dmurph */ public class MotorJoint extends Joint { // Solver shared private final Vec2 linearOffset = new Vec2(); private float angularOffset; private final Vec2 linearImpulse = new Vec2(); private float angularImpulse; private float maxForce; private float maxTorque; private float correctionFactor; // Solver temp private int m_indexA; private int m_indexB; private final Vec2 m_rA = new Vec2(); private final Vec2 m_rB = new Vec2(); private final Vec2 m_localCenterA = new Vec2(); private final Vec2 m_localCenterB = new Vec2(); private final Vec2 m_linearError = new Vec2(); private float m_angularError; private float m_invMassA; private float m_invMassB; private float m_invIA; private float m_invIB; private final Mat22 m_linearMass = new Mat22(); private float m_angularMass; public MotorJoint(IWorldPool pool, MotorJointDef def) { super(pool, def); linearOffset.set(def.linearOffset); angularOffset = def.angularOffset; angularImpulse = 0.0f; maxForce = def.maxForce; maxTorque = def.maxTorque; correctionFactor = def.correctionFactor; } @Override public void getAnchorA(Vec2 out) { out.set(m_bodyA.getPosition()); } @Override public void getAnchorB(Vec2 out) { out.set(m_bodyB.getPosition()); } public void getReactionForce(float inv_dt, Vec2 out) { out.set(linearImpulse).mulLocal(inv_dt); } public float getReactionTorque(float inv_dt) { return angularImpulse * inv_dt; } public float getCorrectionFactor() { return correctionFactor; } public void setCorrectionFactor(float correctionFactor) { this.correctionFactor = correctionFactor; } /** * Set the target linear offset, in frame A, in meters. */ public void setLinearOffset(Vec2 linearOffset) { if (linearOffset.x != this.linearOffset.x || linearOffset.y != this.linearOffset.y) { m_bodyA.setAwake(true); m_bodyB.setAwake(true); this.linearOffset.set(linearOffset); } } /** * Get the target linear offset, in frame A, in meters. */ public void getLinearOffset(Vec2 out) { out.set(linearOffset); } /** * Get the target linear offset, in frame A, in meters. Do not modify. */ public Vec2 getLinearOffset() { return linearOffset; } /** * Set the target angular offset, in radians. * * @param angularOffset */ public void setAngularOffset(float angularOffset) { if (angularOffset != this.angularOffset) { m_bodyA.setAwake(true); m_bodyB.setAwake(true); this.angularOffset = angularOffset; } } public float getAngularOffset() { return angularOffset; } /** * Set the maximum friction force in N. * * @param force */ public void setMaxForce(float force) { assert (force >= 0.0f); maxForce = force; } /** * Get the maximum friction force in N. */ public float getMaxForce() { return maxForce; } /** * Set the maximum friction torque in N*m. */ public void setMaxTorque(float torque) { assert (torque >= 0.0f); maxTorque = torque; } /** * Get the maximum friction torque in N*m. */ public float getMaxTorque() { return maxTorque; } @Override public void initVelocityConstraints(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; final Vec2 cA = data.positions[m_indexA].c; float aA = data.positions[m_indexA].a; final Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; final Vec2 cB = data.positions[m_indexB].c; float aB = data.positions[m_indexB].a; final Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; final Rotation qA = pool.popRot(); final Rotation qB = pool.popRot(); final Vec2 temp = pool.popVec2(); Mat22 K = pool.popMat22(); qA.set(aA); qB.set(aB); // Compute the effective mass matrix. // m_rA = b2Mul(qA, -m_localCenterA); // m_rB = b2Mul(qB, -m_localCenterB); m_rA.x = qA.c * -m_localCenterA.x - qA.s * -m_localCenterA.y; m_rA.y = qA.s * -m_localCenterA.x + qA.c * -m_localCenterA.y; m_rB.x = qB.c * -m_localCenterB.x - qB.s * -m_localCenterB.y; m_rB.y = qB.s * -m_localCenterB.x + qB.c * -m_localCenterB.y; // J = [-I -r1_skew I r2_skew] // [ 0 -1 0 1] // r_skew = [-ry; rx] // Matlab // K = [ mA+r1y^2*iA+mB+r2y^2*iB, -r1y*iA*r1x-r2y*iB*r2x, -r1y*iA-r2y*iB] // [ -r1y*iA*r1x-r2y*iB*r2x, mA+r1x^2*iA+mB+r2x^2*iB, r1x*iA+r2x*iB] // [ -r1y*iA-r2y*iB, r1x*iA+r2x*iB, iA+iB] float mA = m_invMassA, mB = m_invMassB; float iA = m_invIA, iB = m_invIB; K.ex.x = mA + mB + iA * m_rA.y * m_rA.y + iB * m_rB.y * m_rB.y; K.ex.y = -iA * m_rA.x * m_rA.y - iB * m_rB.x * m_rB.y; K.ey.x = K.ex.y; K.ey.y = mA + mB + iA * m_rA.x * m_rA.x + iB * m_rB.x * m_rB.x; K.invertToOut(m_linearMass); m_angularMass = iA + iB; if (m_angularMass > 0.0f) { m_angularMass = 1.0f / m_angularMass; } // m_linearError = cB + m_rB - cA - m_rA - b2Mul(qA, m_linearOffset); Rotation.mulToOutUnsafe(qA, linearOffset, temp); m_linearError.x = cB.x + m_rB.x - cA.x - m_rA.x - temp.x; m_linearError.y = cB.y + m_rB.y - cA.y - m_rA.y - temp.y; m_angularError = aB - aA - angularOffset; if (data.step.warmStarting) { // Scale impulses to support a variable time step. linearImpulse.x *= data.step.dtRatio; linearImpulse.y *= data.step.dtRatio; angularImpulse *= data.step.dtRatio; final Vec2 P = linearImpulse; vA.x -= mA * P.x; vA.y -= mA * P.y; wA -= iA * (m_rA.x * P.y - m_rA.y * P.x + angularImpulse); vB.x += mB * P.x; vB.y += mB * P.y; wB += iB * (m_rB.x * P.y - m_rB.y * P.x + angularImpulse); } else { linearImpulse.setZero(); angularImpulse = 0.0f; } pool.pushVec2(1); pool.pushMat22(1); pool.pushRot(2); // data.velocities[m_indexA].v = vA; data.velocities[m_indexA].w = wA; // data.velocities[m_indexB].v = vB; data.velocities[m_indexB].w = wB; } @Override public void solveVelocityConstraints(SolverData data) { final Vec2 vA = data.velocities[m_indexA].v; float wA = data.velocities[m_indexA].w; final Vec2 vB = data.velocities[m_indexB].v; float wB = data.velocities[m_indexB].w; float mA = m_invMassA; float mB = m_invMassB; float iA = m_invIA; float iB = m_invIB; float h = data.step.dt; float inv_h = data.step.inv_dt; final Vec2 temp = pool.popVec2(); // Solve angular friction { float Cdot = wB - wA + inv_h * correctionFactor * m_angularError; float impulse = -m_angularMass * Cdot; float oldImpulse = angularImpulse; float maxImpulse = h * maxTorque; angularImpulse = JBoxUtils.clamp(angularImpulse + impulse, -maxImpulse, maxImpulse); impulse = angularImpulse - oldImpulse; wA -= iA * impulse; wB += iB * impulse; } final Vec2 Cdot = pool.popVec2(); // Solve linear friction { // Cdot = vB + b2Cross(wB, m_rB) - vA - b2Cross(wA, m_rA) + inv_h * m_correctionFactor * // m_linearError; Cdot.x = vB.x + -wB * m_rB.y - vA.x - -wA * m_rA.y + inv_h * correctionFactor * m_linearError.x; Cdot.y = vB.y + wB * m_rB.x - vA.y - wA * m_rA.x + inv_h * correctionFactor * m_linearError.y; final Vec2 impulse = temp; Mat22.mulToOutUnsafe(m_linearMass, Cdot, impulse); impulse.negateLocal(); final Vec2 oldImpulse = pool.popVec2(); oldImpulse.set(linearImpulse); linearImpulse.addLocal(impulse); float maxImpulse = h * maxForce; if (linearImpulse.lengthSquared() > maxImpulse * maxImpulse) { linearImpulse.normalize(); linearImpulse.mulLocal(maxImpulse); } impulse.x = linearImpulse.x - oldImpulse.x; impulse.y = linearImpulse.y - oldImpulse.y; vA.x -= mA * impulse.x; vA.y -= mA * impulse.y; wA -= iA * (m_rA.x * impulse.y - m_rA.y * impulse.x); vB.x += mB * impulse.x; vB.y += mB * impulse.y; wB += iB * (m_rB.x * impulse.y - m_rB.y * impulse.x); } pool.pushVec2(3); // 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; } @Override public boolean solvePositionConstraints(SolverData data) { return true; } }